Xanrym was startled but grateful when the man standing nearest him burst into flames and fell off the bar. He's amazed by his luck: escaping unscathed from multiple close encounters with sword-wielding cultists now. "Thank you, Theldrin!", he says enthusiastically. Unfortunately, the thug at the door shakes off both the poison and Xanrym's vicious mockery and his next attacks against Lldryk are more precise.
No longer distracted by a sword-wielding man next to him, Xanrym takes aim at the remaining thug with his crossbow, trying to make a non-lethal hit in the man's arm or leg. Then he calls out a healing spell to heal Lldryk and focuses on pulling off a "strand" of that magic to heal Liarin, too. Finally, he moves out from behind the bar (to the south) to look glance up the hallway and then out the front window to check whether anyone else is coming.
Movement: 20' to end at the square next to Bertram's body. Action: Attack, Crossbow, Light (80/320): 18, Damage: 6 Bonus Action: Cast spell on Lldryk (LVL 1 slot) Healing Word, Healing: 5 Twin spell: spend 1 sorcery point to target Liarin, too. Healing: 6 Free Action: Talking, Switching to crossbow
Avery's punch to the back of the head finally downs the last thug. With all your enemies knocked out or defeated, the noise goes back to the eerie silence of Orlane. It's hard to know if anyone heard the battle that waged throughout the Golden Grain Inn, and if they did weather anyone in this dark town would come to check up. But you do have some time now to catch your breath, explore the Inn if you want, question your prisoners, and maybe catch up with the people upstairs.
Also, I can't think of a better time to do this. I usually do it after a Long Rest, but seeing as how you've all just taken down a bunch of cult leaders in the village, you all level up to Level 2!
You certainly don't see anyone coming to the Inn. Orlane is as ever, eerily quiet at night. You find nothing on the thugs apart form weapons and armour: Mace, Shortsword, and two LeatherArmour.
This is maybe puzzling in itself. Usually people carry around at least a few copper pieces to pay for everyday things. These two have literally nothing.
Xanrym checks on the party members. He says, "Avery, I'm so glad you're OK. You weren't in our room when I woke up, and when I saw them dragging you into the Inn, I feared the worst. Where had you gone?" Xanrym thinks that this is critical information. If the cultists didn't attack Avery and drag him away, then maybe he knows more about what was going on with Misha and the others.
While he listens to Avery's answer, he'll help them to tie up their captives, the people in a trance whom they knocked out and didn't burn to death. (OOC: I think that's Bertram, Dogroot, and thug 1, right?)
Then Xanrym says, "Maajid is still upstairs, hopefully still slumbering from Theldrin's spell. I would like to go check on him before he wakes up to a room full of dead men. And there were other guests upstairs. Would someone else come up with me to check on them? Maybe we can find a secure place in the Inn that we can defend in case more of Misha's people attack."
Xanrym's priorities are
ensure that there are no other cultists lurking upstairs
gather all of the innocents somewhere where the party can keep them safe and defend against any other cultists
question their prisoners once they wake
try to get some sleep, in shifts (their long rest was interrupted, and Xanrym would like to start the morning fully reseted)
Xanrym would prefer just to barricade themselves upstairs, if that seems safe enough, and sleep in shifts until morning. He's concerned about the party's current state (OOC: injured, already spent 1 HD, > 50% of spell slots already used). He worries about what the day will bring, but he'd rather face it fully rested and fresh.
But, if the others want to continue exploring tonight, Xanrym will go with them. In that case, he'll point out that when they killed Misha's fanatics (the ones who were trying to kill Maajid), she fled. But Misha wasn't running to the front door when Liarin killed her. He wonders whether Misha's cult has a sort of base of operations at the Inn. (After all, Dogroot and the other two were dragging Avery to the Inn, not to the temple.) He fears that there could be more cultists behind the other doors on the first floor. Either that, or perhaps there's a secret exit somewhere on the first floor of the Inn. If Lldryk reveals that he was keeping watch outside, that might explain how Misha and the others got into the Inn without being spotted by Lldryk.
"Well this is strange," Theldrin frowns as he tells the others what he found when searching the thugs. He nods as he replies to Xanrym, "Yes, let's venture back up there and check on everyone."
"Holing up upstairs is as good an idea as any, let's try using the room you were all sharing as a base." Liarin makes her way upstairs and searches that room, specifically looking for hidden or concealed doors. (Rolls a whopping 4 on the investigation check. [Nat 1])
Rollback Post to RevisionRollBack
Coriana - Company of the Grey Chain Wagner - Dragon Heist: Bards. DM - The Old Keep
Xanrym checks on the party members. He says, "Avery, I'm so glad you're OK. You weren't in our room when I woke up, and when I saw them dragging you into the Inn, I feared the worst. Where had you gone?" Xanrym thinks that this is critical information. If the cultists didn't attack Avery and drag him away, then maybe he knows more about what was going on with Misha and the others.
While he listens to Avery's answer, he'll help them to tie up their captives, the people in a trance whom they knocked out and didn't burn to death. (OOC: I think that's Bertram, Dogroot, and thug 1, right?)
Then Xanrym says, "Maajid is still upstairs, hopefully still slumbering from Theldrin's spell. I would like to go check on him before he wakes up to a room full of dead men. And there were other guests upstairs. Would someone else come up with me to check on them? Maybe we can find a secure place in the Inn that we can defend in case more of Misha's people attack."
Xanrym's priorities are
ensure that there are no other cultists lurking upstairs
gather all of the innocents somewhere where the party can keep them safe and defend against any other cultists
question their prisoners once they wake
try to get some sleep, in shifts (their long rest was interrupted, and Xanrym would like to start the morning fully reseted)
Xanrym would prefer just to barricade themselves upstairs, if that seems safe enough, and sleep in shifts until morning. He's concerned about the party's current state (OOC: injured, already spent 1 HD, > 50% of spell slots already used). He worries about what the day will bring, but he'd rather face it fully rested and fresh.
But, if the others want to continue exploring tonight, Xanrym will go with them. In that case, he'll point out that when they killed Misha's fanatics (the ones who were trying to kill Maajid), she fled. But Misha wasn't running to the front door when Liarin killed her. He wonders whether Misha's cult has a sort of base of operations at the Inn. (After all, Dogroot and the other two were dragging Avery to the Inn, not to the temple.) He fears that there could be more cultists behind the other doors on the first floor. Either that, or perhaps there's a secret exit somewhere on the first floor of the Inn. If Lldryk reveals that he was keeping watch outside, that might explain how Misha and the others got into the Inn without being spotted by Lldryk.
Avery explains, "I went to check on Sir Grover, and though I suspected an ambush, I went inside his office. Well, I was proven true and was set upon by thugs as well. I went unarmored and with only a dagger, and hate to say, was knocked out. Now I want to find Sir Grover, and have some very specific words with him." He looks around the Inn. "Seems you all had some excitement as well."
Avery is going to return to his room and rearm and put his armor back on.
Avery explains, "I went to check on Sir Grover, and though I suspected an ambush, I went inside his office. Well, I was proven true and was set upon by thugs as well. I went unarmored and with only a dagger, and hate to say, was knocked out. Now I want to find Sir Grover, and have some very specific words with him." He looks around the Inn. "Seems you all had some excitement as well."
"Yes...," Xanrym says a little distantly as though distracted by a thought. "We'll tell you about it once we find a spot that we can fortify. For now, go ahead and rearm yourself, Avery! But then return to the common room. We'll guard the captives in case they wake up."
Avery is going to return to his room and rearm and put his armor back on.
When Avery and Liarin head upstairs, Xanrym detains Theldrin and Llydrk in the common room for a moment. As soon as Avery has vanished up the stairs, Xanrym asks, "Does it seem strange to you that Avery left the room to find Sir Grover without telling any of us? I know that we met each other only a day ago, but that strikes me as odd. Why go out -- at night and alone -- in a town where we've all heard rumors of strange disappearances? Why not take one of us as backup? I wonder whether he suspects that a member of our group is a secret cultist. Because, if not, what secret was he trying to protect that would make him take such a risk?"
Xanrym says, "When Theldrin and I found that the inn was under attack, we didn't know where Avery had gone. Or you, for that matter, Lldryk! And we didn't know how to signal either of you to return." He cuts 3 short lengths of string with his dagger and takes 3 signal whistles out of a pouch. He threads the string through a loop at the end of the whistle and then ties the string in a knot to make a closed loop. "Here," he says, handing you each one of the whistle necklaces. "Keep this on you at all times. In case we get separated again, and you're in immediate danger...from anyone," he glances once up the stairs, "blow a single long note, and we'll all come to your aid if we can."Xanrym further suggests using two short blasts on the whistle if you need help, but the party should approach with caution (e.g., you're stuck and surrounded, or you're about to be captured). Use four blasts in very fat succession to alert others of your location but to indicate that there's no danger (e.g., you were scouting ahead but the coast is clear, or you got separated and are safe but cannot find the group).
Xanrym thinks that they should make sure that no one in the party is left alone: "At least not until daylight. Otherwise, there's too much danger that one of us will be 'taken' like the wife of that man who was fleeing Orlane with his children." He finishes darkly: "Assuming that it hasn't happened already."
Once Avery or Liarin return, Xanrym would like to go upstairs with Theldrin. He'd just like to leave at least two of the party with the captives until they figure out where they're going to put them so that they don't get free and cause more trouble.
1. Are you going to bring the prisoners upstairs with the bystanders and question them up there while tied up? Are you taking the corpses of Misha and Thug 2 up with you as well? Or are you just leaving them all downstairs?
2. Are you going to physically barricade yourselves up there so no one else can get up?
You can all absolutely finish your Long Rest in shifts. All the while talking to the civilians and prisoners, theres a few of them so i'll list them here:
Bystanders/Civilians:
1. Maajid (Kettish Merchant you've been travelling with.)
2. Oliver Ignamino - Nobleman from Hookhill
3. Tied up woman - (She will quickly introduce herself as Toska, an acolyte of St. Cuthbert, once untied)
Prisoners:
1. Bertram (Bartender/Owner of the Golden Grain)
2. Dogroot (Chef)
3. Thug 1 - (Others will identify him as Donavan Allard, a lieutenant of Sir Grover. The other man was Hulbar)
Xanrym, there are currently no other cultists lurking around the Inn.
Avery can put his armour back on over the course of 10 minutes while keeping watch.
Liarin, now that you know the location of the secret doors upstairs, you know the layout of both floors of the Inn. The only place that hasn't been checked is the basement, which can be entered down the stairs from the kitchen in room 2.
Additionally, when Theldrin casts Detect Magic he senses a source of magic in a chest in the room that leads to the secret doors, which will is the room of Derek Desleigh, leader of the pack of ruffians who you killed in the beginning of this encounter.(room 6). Another source of magic emanates from the body of Misha, (which is either upstairs with you or downstairs in the common room, (room 1).
Additionally, when Theldrin casts Detect Magic he senses a source of magic in a chest in the room that leads to the secret doors, which will is the room of Derek Desleigh, leader of the pack of ruffians who you killed in the beginning of this encounter.(room 6). Another source of magic emanates from the body of Misha, (which is either upstairs with you or downstairs in the common room, (room 1).
Is Theldrin able to determine the schools of magic?
Avery is willing to pull a watch while everyone does a long rest, taking turns. He does want a piece of Thug 1 when he learns he is a Lieutenant of Sir Grover. "I want the chance to question this Allard, so I can get some information from him concerning my old dear friend Sir Grover."
When Avery and Liarin head upstairs, Xanrym detains Theldrin and Llydrk in the common room for a moment. As soon as Avery has vanished up the stairs, Xanrym asks, "Does it seem strange to you that Avery left the room to find Sir Grover without telling any of us? I know that we met each other only a day ago, but that strikes me as odd. Why go out -- at night and alone -- in a town where we've all heard rumors of strange disappearances? Why not take one of us as backup? I wonder whether he suspects that a member of our group is a secret cultist. Because, if not, what secret was he trying to protect that would make him take such a risk?"
Xanrym says, "When Theldrin and I found that the inn was under attack, we didn't know where Avery had gone. Or you, for that matter, Lldryk! And we didn't know how to signal either of you to return." He cuts 3 short lengths of string with his dagger and takes 3 signal whistles out of a pouch. He threads the string through a loop at the end of the whistle and then ties the string in a knot to make a closed loop. "Here," he says, handing you each one of the whistle necklaces. "Keep this on you at all times. In case we get separated again, and you're in immediate danger...from anyone," he glances once up the stairs, "blow a single long note, and we'll all come to your aid if we can."Xanrym further suggests using two short blasts on the whistle if you need help, but the party should approach with caution (e.g., you're stuck and surrounded, or you're about to be captured). Use four blasts in very fat succession to alert others of your location but to indicate that there's no danger (e.g., you were scouting ahead but the coast is clear, or you got separated and are safe but cannot find the group).
Xanrym thinks that they should make sure that no one in the party is left alone: "At least not until daylight. Otherwise, there's too much danger that one of us will be 'taken' like the wife of that man who was fleeing Orlane with his children." He finishes darkly: "Assuming that it hasn't happened already."
Theldrin's face darkens as he listens to Xandrym's concerns but then brightens up again upon seeing the whistles. "Brilliant idea my friend," he says with a warm smile. He rubs at his beard for a moment and then paces for a short bit lost in thought, before continuing. "I agree it is odd about Avery... why would someone especially with his training go about it that way? Very curious, but perhaps he has a good reason. He does seem to be himself now at least, well as far as I've seen having just met him as you say. In any case it does indeed seem wise for none of us to be left alone while we are in this place."
This post has potentially manipulated dice roll results.
As he scans the various rooms with Detect Magic Theldrin will also do some stategic searching if anything of interest catches his eye (making some rolls to do more thorough searches if he notices anything interesting with Passive Investigation 16).
Investigation: 7
Investigation: 26
Investigation: 19
Rollback Post to RevisionRollBack
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Xanrym was startled but grateful when the man standing nearest him burst into flames and fell off the bar. He's amazed by his luck: escaping unscathed from multiple close encounters with sword-wielding cultists now. "Thank you, Theldrin!", he says enthusiastically. Unfortunately, the thug at the door shakes off both the poison and Xanrym's vicious mockery and his next attacks against Lldryk are more precise.
No longer distracted by a sword-wielding man next to him, Xanrym takes aim at the remaining thug with his crossbow, trying to make a non-lethal hit in the man's arm or leg. Then he calls out a healing spell to heal Lldryk and focuses on pulling off a "strand" of that magic to heal Liarin, too. Finally, he moves out from behind the bar (to the south) to look glance up the hallway and then out the front window to check whether anyone else is coming.
Movement: 20' to end at the square next to Bertram's body.
Action: Attack, Crossbow, Light (80/320): 18, Damage: 6
Bonus Action: Cast spell on Lldryk (LVL 1 slot) Healing Word, Healing: 5
Twin spell: spend 1 sorcery point to target Liarin, too. Healing: 6
Free Action: Talking, Switching to crossbow
If thug 1 is still standing, punch to the head for knock out: Attack: 12; Damage: 4
Liarin takes a whack with her scimitar. Attack: 24 Damage: 12
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Theldrin moves cautiously through the area with the ball bearings and then towards the melee.
Avery's punch to the back of the head finally downs the last thug. With all your enemies knocked out or defeated, the noise goes back to the eerie silence of Orlane. It's hard to know if anyone heard the battle that waged throughout the Golden Grain Inn, and if they did weather anyone in this dark town would come to check up. But you do have some time now to catch your breath, explore the Inn if you want, question your prisoners, and maybe catch up with the people upstairs.
Also, I can't think of a better time to do this. I usually do it after a Long Rest, but seeing as how you've all just taken down a bunch of cult leaders in the village, you all level up to Level 2!
Theldrin takes a deep breath and then looks out the front windows to make sure nobody else is coming. He then searches Thugs 1 and 2.
Investigation: 20
You certainly don't see anyone coming to the Inn. Orlane is as ever, eerily quiet at night. You find nothing on the thugs apart form weapons and armour: Mace, Shortsword, and two Leather Armour.
This is maybe puzzling in itself. Usually people carry around at least a few copper pieces to pay for everyday things. These two have literally nothing.
Xanrym checks on the party members. He says, "Avery, I'm so glad you're OK. You weren't in our room when I woke up, and when I saw them dragging you into the Inn, I feared the worst. Where had you gone?" Xanrym thinks that this is critical information. If the cultists didn't attack Avery and drag him away, then maybe he knows more about what was going on with Misha and the others.
While he listens to Avery's answer, he'll help them to tie up their captives, the people in a trance whom they knocked out and didn't burn to death. (OOC: I think that's Bertram, Dogroot, and thug 1, right?)
Then Xanrym says, "Maajid is still upstairs, hopefully still slumbering from Theldrin's spell. I would like to go check on him before he wakes up to a room full of dead men. And there were other guests upstairs. Would someone else come up with me to check on them? Maybe we can find a secure place in the Inn that we can defend in case more of Misha's people attack."
Xanrym's priorities are
Xanrym would prefer just to barricade themselves upstairs, if that seems safe enough, and sleep in shifts until morning. He's concerned about the party's current state (OOC: injured, already spent 1 HD, > 50% of spell slots already used). He worries about what the day will bring, but he'd rather face it fully rested and fresh.
But, if the others want to continue exploring tonight, Xanrym will go with them. In that case, he'll point out that when they killed Misha's fanatics (the ones who were trying to kill Maajid), she fled. But Misha wasn't running to the front door when Liarin killed her. He wonders whether Misha's cult has a sort of base of operations at the Inn. (After all, Dogroot and the other two were dragging Avery to the Inn, not to the temple.) He fears that there could be more cultists behind the other doors on the first floor. Either that, or perhaps there's a secret exit somewhere on the first floor of the Inn. If Lldryk reveals that he was keeping watch outside, that might explain how Misha and the others got into the Inn without being spotted by Lldryk.
"Well this is strange," Theldrin frowns as he tells the others what he found when searching the thugs. He nods as he replies to Xanrym, "Yes, let's venture back up there and check on everyone."
"Holing up upstairs is as good an idea as any, let's try using the room you were all sharing as a base." Liarin makes her way upstairs and searches that room, specifically looking for hidden or concealed doors. (Rolls a whopping 4 on the investigation check. [Nat 1])
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Avery explains, "I went to check on Sir Grover, and though I suspected an ambush, I went inside his office. Well, I was proven true and was set upon by thugs as well. I went unarmored and with only a dagger, and hate to say, was knocked out. Now I want to find Sir Grover, and have some very specific words with him." He looks around the Inn. "Seems you all had some excitement as well."
Avery is going to return to his room and rearm and put his armor back on.
"Yes...," Xanrym says a little distantly as though distracted by a thought. "We'll tell you about it once we find a spot that we can fortify. For now, go ahead and rearm yourself, Avery! But then return to the common room. We'll guard the captives in case they wake up."
When Avery and Liarin head upstairs, Xanrym detains Theldrin and Llydrk in the common room for a moment. As soon as Avery has vanished up the stairs, Xanrym asks, "Does it seem strange to you that Avery left the room to find Sir Grover without telling any of us? I know that we met each other only a day ago, but that strikes me as odd. Why go out -- at night and alone -- in a town where we've all heard rumors of strange disappearances? Why not take one of us as backup? I wonder whether he suspects that a member of our group is a secret cultist. Because, if not, what secret was he trying to protect that would make him take such a risk?"
Xanrym says, "When Theldrin and I found that the inn was under attack, we didn't know where Avery had gone. Or you, for that matter, Lldryk! And we didn't know how to signal either of you to return." He cuts 3 short lengths of string with his dagger and takes 3 signal whistles out of a pouch. He threads the string through a loop at the end of the whistle and then ties the string in a knot to make a closed loop. "Here," he says, handing you each one of the whistle necklaces. "Keep this on you at all times. In case we get separated again, and you're in immediate danger...from anyone," he glances once up the stairs, "blow a single long note, and we'll all come to your aid if we can." Xanrym further suggests using two short blasts on the whistle if you need help, but the party should approach with caution (e.g., you're stuck and surrounded, or you're about to be captured). Use four blasts in very fat succession to alert others of your location but to indicate that there's no danger (e.g., you were scouting ahead but the coast is clear, or you got separated and are safe but cannot find the group).
Xanrym thinks that they should make sure that no one in the party is left alone: "At least not until daylight. Otherwise, there's too much danger that one of us will be 'taken' like the wife of that man who was fleeing Orlane with his children." He finishes darkly: "Assuming that it hasn't happened already."
Once Avery or Liarin return, Xanrym would like to go upstairs with Theldrin. He'd just like to leave at least two of the party with the captives until they figure out where they're going to put them so that they don't get free and cause more trouble.
Ok I have a couple questions:
1. Are you going to bring the prisoners upstairs with the bystanders and question them up there while tied up? Are you taking the corpses of Misha and Thug 2 up with you as well? Or are you just leaving them all downstairs?
2. Are you going to physically barricade yourselves up there so no one else can get up?
You can all absolutely finish your Long Rest in shifts. All the while talking to the civilians and prisoners, theres a few of them so i'll list them here:
Bystanders/Civilians:
1. Maajid (Kettish Merchant you've been travelling with.)
2. Oliver Ignamino - Nobleman from Hookhill
3. Tied up woman - (She will quickly introduce herself as Toska, an acolyte of St. Cuthbert, once untied)
Prisoners:
1. Bertram (Bartender/Owner of the Golden Grain)
2. Dogroot (Chef)
3. Thug 1 - (Others will identify him as Donavan Allard, a lieutenant of Sir Grover. The other man was Hulbar)
Xanrym, there are currently no other cultists lurking around the Inn.
Avery can put his armour back on over the course of 10 minutes while keeping watch.
Liarin, now that you know the location of the secret doors upstairs, you know the layout of both floors of the Inn. The only place that hasn't been checked is the basement, which can be entered down the stairs from the kitchen in room 2.
Additionally, when Theldrin casts Detect Magic he senses a source of magic in a chest in the room that leads to the secret doors, which will is the room of Derek Desleigh, leader of the pack of ruffians who you killed in the beginning of this encounter.(room 6). Another source of magic emanates from the body of Misha, (which is either upstairs with you or downstairs in the common room, (room 1).
Is Theldrin able to determine the schools of magic?
I didn't know that spell did that. No. No spell school associated with any of these auras.
Avery is willing to pull a watch while everyone does a long rest, taking turns. He does want a piece of Thug 1 when he learns he is a Lieutenant of Sir Grover. "I want the chance to question this Allard, so I can get some information from him concerning my old dear friend Sir Grover."
Donovan, along with the rest of the prisoners, is saying nothing at the moment. All seem to be following a strict no talking agreement
Theldrin's face darkens as he listens to Xandrym's concerns but then brightens up again upon seeing the whistles. "Brilliant idea my friend," he says with a warm smile. He rubs at his beard for a moment and then paces for a short bit lost in thought, before continuing. "I agree it is odd about Avery... why would someone especially with his training go about it that way? Very curious, but perhaps he has a good reason. He does seem to be himself now at least, well as far as I've seen having just met him as you say. In any case it does indeed seem wise for none of us to be left alone while we are in this place."
As he scans the various rooms with Detect Magic Theldrin will also do some stategic searching if anything of interest catches his eye (making some rolls to do more thorough searches if he notices anything interesting with Passive Investigation 16).
Investigation: 7
Investigation: 26
Investigation: 19