(OOC: IIRC, Muvaysil was affected by bothEntangle and Web. He escaped one of the spells last round, but I thought that he would still be restrained by the other spell this round. If so, attacks against Muvaysil should still have advantage.)
(OOC: @Aaggie - No worries. Ellesarwa is dead, but Muvaysil, the wizard is still up. Unfortunately, Avery is restrained by Theldrin's Web, so unless he has a ranged weapon, I don't think that he can reach Muvaysil this round. Avery could just use his action to escape from the webs with a DC 15 Athletics check and then move out of the webs and into melee range with one of the giant spiders.)
Xanrym scares the spider away and moves to the other side of the room, while Khessa's Bolt zaps the drow wizard. Coriana and Asclepius attack Muvaysil, and he let's out a wretched scream as he is killed alongside his matron. His Shadow Demon disapates at the same time. (At this point i'm going to redirect your attacks at the Giant Spiders.) Syllen's True Strike slams into Spider 2, tearing through it's abdomen and killing it. With the enemies dead, we can assume that Web and Entagle are dropped, freeing Avery up to swing his sword at the Giant Spider, killing it too.
All the enemies in the room are dead, and it seems the hit was a success. The deep gnomes in the cages around you are all in complete shock over what just happened, their jaws slack with wonder. The two drow lie dead on the ground, Elessarwa in her shining breastplate, the wand dropped by her side, and Muvaysil nest to his book.
What is your first move here? Leave immediately, talk to the gnomes or check out the dead drow?
After losing concentration on Silence, Xanrym was worried about what magic Muvaysil would summon against them to avenge Ellesarwa! But the rest of The Company acted with ruthless efficiency to put an end to him. As Syllen's magically empowered crossbow bolt shreds the last giant spider, Xanrym says, "Good shot!"
Xanrym thanks his companions, especially Avery for finishing off the giant spider that had given him so much trouble and Syllen for healing him. He still feels the pain of the bite, but he feels less sick from the spider's venom now.
The northeastern alcove is closed off with bars, and two forlorn gray-skinned gnomes stare out from behind them. Near the northern wall stands a stone altar adorned with intricate carvings of a spider that has the head of a female elf. Atop the altar is another gray gnome who whimpers as she struggles feebly against the manacles holding her.
Once the fight is over, Xanrym moves first to the the south side of the altar, saying, "A quick search, everyone, and then we've got to get out of here. My spell may have reduced the noise, but I'm sure that someone in House Dusklorn heard that Lightning Bolt, and I don't want to be here when more guards arrive." The Company has finished their job, and if they can get away without encountering any more Drow, it'll largely be a mystery who killed Ellesarwa. (Irennaste will know, but he will have good reasons to keep it a secret.)
Once he gets to the altar, Xanrym checks the gnome who is chained to it. Assuming that she's still alive and conscious, he gives her a friendly smile and says: "Don't worry, we're going to get you out of here." He glances toward the ones behind the bars in the NE corner and adds, "All of you." He's not sure whether the gnomes speak Common, but he hopes that his tone and the fact that the party just killed Ellesarwa are reassuring. He's certain that Khessa wouldn't leave them here to be prisoners of the Drow, and he doesn't think that anyone else in The Company will object to taking the time to rescue the gnomes.
Xanrym checks the manacles' locks and asks Theldrin and Coriana: "Did you find any keys? I might be able to pick these locks, but keys would certainly be faster!" And he thinks that what they need right now is speed. Looking around, Xanrym realizes that he doesn't see any exits than the secret door that The Company used to enter the chamber. It's going to take more than a moment to free the gnomes, and he wants to have at least one member of The Company guard the "door" so that no more Drow surprise them here before they can leave. He asks the gnomes, "Did you see the Drow enter? Do you know where the door is?" If they do not seem to speak Common, he'll point at the dead drow, pantomime opening a door, and then make a confused face as he points around at the walls.
(OOC: Other than talking:
Checks whether the gnome on the altar is still alive.
Asks the gnome (in Common) how Ellesarwa entered the room.
Trying to find keys for the gnome's manacles and, hopefully, the bars to the cell that holds the other two gnomes.
Coriana successfully removes the gleaming and untarnished breastplate from the drow matron. She also finds on her belt a wand covered in multicolored beads, as well as a black onyx statue of Lolth worth 500gp. You also find the keys to the cage and manacles.
The gnome on the alter is certainly alive, but passes out as soon as she's left alone; someone will have to carry her. The two in the cage cheer when you say you'll free them, and answer your questions willingly. "There's a door there behind you, it leads into Dusklorn Mansion, I wouldn't go that way. If it's safe enough, let's go out the way you came in."
“It would be best if we leave as quickly as possible but if you have any useful information about house Dusklorn it would be greatly appreciated. It might be best if we don't exchange names but I would love to know how you found yourselves in such a situation.”
Turning to the party, Syllen removes a Goodberry that he had left.
“We might be faster if this gnome is able to walk on her own. I can give her a Goodberry and see if that helps.”
Syllen also offers Xanrym any of the Gooseberries if he wants. As Syllen waits for a response he will quickly look over the gnome’s body to see if he can discern if there is more than just damage to the gnome.
Medicine Check with guidance: 11
(OOC: @Ben_Evolent there are 8 more Gooseberries if Xanrym wanted to heal up a little.)
(OOC: @Aaggie - No worries. Ellesarwa is dead, but Muvaysil, the wizard is still up. Unfortunately, Avery is restrained by Theldrin's Web, so unless he has a ranged weapon, I don't think that he can reach Muvaysil this round. Avery could just use his action to escape from the webs with a DC 15 Athletics check and then move out of the webs and into melee range with one of the giant spiders.)
Coriana shouts "Got 'em!" as she finds the keys, and will release the gnomes.
"Perfect!", Xanrym says happily. He suggests, "You may want to say that 'Blood for Lolth' passphrase before opening their cage, just in case there's some sort of ward on it in addition to the lock."
Turning to the party, Syllen removes a Goodberry that he had left.
“We might be faster if this gnome is able to walk on her own. I can give her a Goodberry and see if that helps.”
Xanrym says, "Good idea!" He asks Avery and Khessa, "Could one of you help her? If she can walk, she may still need some support after this ordeal. And if she cannot, you may need to carry her."
Syllen also offers Xanrym any of the Gooseberries if he wants. As Syllen waits for a response he will quickly look over the gnome’s body to see if he can discern if there is more than just damage to the gnome.
"Oh! Yes, thank you," Xanrym says. He was so focused on freeing the gnomes and getting out of this place before any more Drow show up that he didn't realize that he took the worst of the punishment in this encounter. He'll take all 8 Goodberries: we never know what resistance we'll face as we try to get out of here. As he eats the Goodberries, he muses out loud, "I guess I should expect to be a primary target when I'm the one disabling our opponents. I guess I need to get better at hiding!"
(OOC: Xanrym doesn't have anything else he wants to do here. The Company has completed their mission, found some valuable loot, and freed the gnomes. He wouldn't even risk a more thorough search of the room. Better to leave and close the door to the secret tunnel before they're found! He definitely would not venture into House Dusklorn. If they're lucky, they may be able to get back to their "hideout" in The Riddle before the Drow even realize that Ellesarwa is dead.
So, Xanrym votes to take the gnomes out through the secret tunnel and back through the tannery. The gnomes can go their own way or come with The Company, either way. The Company should head straight back to the townhouse in The Riddle where they left Irennaste. They can try to get word to Es Sarch that the job is done, but Xanrym assumes that well-connected owner of the Dripstone Inn will find out soon enough.)
Khessa, happy to free drow prisoners (is she perhaps thinking of other prisoners as she does so?), immediately helped free the gnomes, and upon seeing the poor gnome weakened by the ordeal she had endured, she didn't hesitate to murmur: "Wait a moment, let's do this..." and effortlessly lift her into her arms "If you feel better outside, you can go wherever you want... otherwise, you can stay with us until you recover."
Remembering that Es Sarch intended to frame the assassins for the crime, the tall adventuress adds: "To tell the truth, the Assassins' Guild, which sent us to do this work, had recommended that we leave no witnesses... But I was raised by two gnome servants whom I have come to love like second parents! And what's more, I'm convinced that you won't tell anyone about what you saw. It would only bring you harm. If you spoke to the drow, they would be quite capable of imprisoning you again and torturing you in the hope of getting you to reveal even more details. And if the Assassins' Guild learns that witnesses who shouldn't have survived in fact did... you understand, they might take action to remedy the situation as quickly as possible. So, don't waste your luck, my little friends. Go back to living your life and don't reveal anything about what you saw here."
'That way,' the blonde arcane warrior thinks, 'if they obey us, our secret will be safe. But even if they did decide to talk... at least their gossip would confirm the Assassins' involvement. Es Sarch's plot should be completed without a hitch.'
Syllen's Goodberry brings the female deep gnome back to consciousness, and she nods along with her companions at Khessa's words. They seem to buy her story about the Assassin's Guild. They'll follow you out of the room, the door hanging open behind you.
Just quickly, there are actually two exits from this tunnel. If you head west you head back to the Old Tannery, while the tunnel also keeps heading east. Just checking weather you want to go and explore the east passage or play it safe and head to the west.
(OOC: Agreed. Normally curious, Xanrym wants to play it safe here. This isn't a time for exploring: get in, get out, and don't be seen. After this job, Es Sarch promised to provide information about Fhadheela and the bones of the Lost King that we're looking for. We know an exit that seems relatively safe, assuming that the raving Drow in the tannery isn't really a threat, and Xanrym would prefer to exit that way. He doesn't want any surprises now. Let's get back to the townhouse in The Riddle and lay low for a little while.)
They'll follow you out of the room, the door hanging open behind you.
Xanrym was planning to pull the secret door closed behind them, if that's possible. It's possible that most of the Drow in House Dusklorn's headquarters don't know about the secret door that we used. Closing the door may help to slow down anyone who would chase after us, and it could also cause confusion about what happened. (Like a "locked room" murder mystery.)
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(OOC: IIRC, Muvaysil was affected by both Entangle and Web. He escaped one of the spells last round, but I thought that he would still be restrained by the other spell this round. If so, attacks against Muvaysil should still have advantage.)
(OOC: @Aaggie - No worries. Ellesarwa is dead, but Muvaysil, the wizard is still up. Unfortunately, Avery is restrained by Theldrin's Web, so unless he has a ranged weapon, I don't think that he can reach Muvaysil this round. Avery could just use his action to escape from the webs with a DC 15 Athletics check and then move out of the webs and into melee range with one of the giant spiders.)
Turn 3:
Action: Attack Muvaysil.
True Strike Hit: Crit: Damage: 23 Radiant
BA: Heal Xanrym: 9 HP
Movement: Move closer to Muvaysil.
Free Action: stow crossbow
Tentacle Advantage was 12 AC. Asclepius bite 24 Advantage
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Giant Spider WIS Save against Dissonant Whispers: 14
Xanrym scares the spider away and moves to the other side of the room, while Khessa's Bolt zaps the drow wizard. Coriana and Asclepius attack Muvaysil, and he let's out a wretched scream as he is killed alongside his matron. His Shadow Demon disapates at the same time. (At this point i'm going to redirect your attacks at the Giant Spiders.) Syllen's True Strike slams into Spider 2, tearing through it's abdomen and killing it. With the enemies dead, we can assume that Web and Entagle are dropped, freeing Avery up to swing his sword at the Giant Spider, killing it too.
All the enemies in the room are dead, and it seems the hit was a success. The deep gnomes in the cages around you are all in complete shock over what just happened, their jaws slack with wonder. The two drow lie dead on the ground, Elessarwa in her shining breastplate, the wand dropped by her side, and Muvaysil nest to his book.
What is your first move here? Leave immediately, talk to the gnomes or check out the dead drow?
Coriana gives Elessarwa's body a quick search, looking for valuables and magic. If the breastplate can be removed easily, she grabs that too.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Theldrin quickly search Muvaysil and takes a closer look at his book
Investigation: 22
After losing concentration on Silence, Xanrym was worried about what magic Muvaysil would summon against them to avenge Ellesarwa! But the rest of The Company acted with ruthless efficiency to put an end to him. As Syllen's magically empowered crossbow bolt shreds the last giant spider, Xanrym says, "Good shot!"
Xanrym thanks his companions, especially Avery for finishing off the giant spider that had given him so much trouble and Syllen for healing him. He still feels the pain of the bite, but he feels less sick from the spider's venom now.
Once the fight is over, Xanrym moves first to the the south side of the altar, saying, "A quick search, everyone, and then we've got to get out of here. My spell may have reduced the noise, but I'm sure that someone in House Dusklorn heard that Lightning Bolt, and I don't want to be here when more guards arrive." The Company has finished their job, and if they can get away without encountering any more Drow, it'll largely be a mystery who killed Ellesarwa. (Irennaste will know, but he will have good reasons to keep it a secret.)
Once he gets to the altar, Xanrym checks the gnome who is chained to it. Assuming that she's still alive and conscious, he gives her a friendly smile and says: "Don't worry, we're going to get you out of here." He glances toward the ones behind the bars in the NE corner and adds, "All of you." He's not sure whether the gnomes speak Common, but he hopes that his tone and the fact that the party just killed Ellesarwa are reassuring. He's certain that Khessa wouldn't leave them here to be prisoners of the Drow, and he doesn't think that anyone else in The Company will object to taking the time to rescue the gnomes.
Xanrym checks the manacles' locks and asks Theldrin and Coriana: "Did you find any keys? I might be able to pick these locks, but keys would certainly be faster!" And he thinks that what they need right now is speed. Looking around, Xanrym realizes that he doesn't see any exits than the secret door that The Company used to enter the chamber. It's going to take more than a moment to free the gnomes, and he wants to have at least one member of The Company guard the "door" so that no more Drow surprise them here before they can leave. He asks the gnomes, "Did you see the Drow enter? Do you know where the door is?" If they do not seem to speak Common, he'll point at the dead drow, pantomime opening a door, and then make a confused face as he points around at the walls.
(OOC: Other than talking:
)
Coriana successfully removes the gleaming and untarnished breastplate from the drow matron. She also finds on her belt a wand covered in multicolored beads, as well as a black onyx statue of Lolth worth 500gp. You also find the keys to the cage and manacles.
On Muvaysil, Theldrin finds a few potions including a Potion of Invulnerability , a Potion of Frost Giant Strength, and an Elixir of Health . The tome is stylized with gold and gems depicting a human man wearing a crown.
The gnome on the alter is certainly alive, but passes out as soon as she's left alone; someone will have to carry her. The two in the cage cheer when you say you'll free them, and answer your questions willingly. "There's a door there behind you, it leads into Dusklorn Mansion, I wouldn't go that way. If it's safe enough, let's go out the way you came in."
Syllen looks at the two individuals in the cage.
“It would be best if we leave as quickly as possible but if you have any useful information about house Dusklorn it would be greatly appreciated. It might be best if we don't exchange names but I would love to know how you found yourselves in such a situation.”
Turning to the party, Syllen removes a Goodberry that he had left.
“We might be faster if this gnome is able to walk on her own. I can give her a Goodberry and see if that helps.”
Syllen also offers Xanrym any of the Gooseberries if he wants. As Syllen waits for a response he will quickly look over the gnome’s body to see if he can discern if there is more than just damage to the gnome.
Medicine Check with guidance: 11
(OOC: @Ben_Evolent there are 8 more Gooseberries if Xanrym wanted to heal up a little.)
Athletics: 17
Coriana shouts "Got 'em!" as she finds the keys, and will release the gnomes.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
"Perfect!", Xanrym says happily. He suggests, "You may want to say that 'Blood for Lolth' passphrase before opening their cage, just in case there's some sort of ward on it in addition to the lock."
Xanrym says, "Good idea!" He asks Avery and Khessa, "Could one of you help her? If she can walk, she may still need some support after this ordeal. And if she cannot, you may need to carry her."
"Oh! Yes, thank you," Xanrym says. He was so focused on freeing the gnomes and getting out of this place before any more Drow show up that he didn't realize that he took the worst of the punishment in this encounter. He'll take all 8 Goodberries: we never know what resistance we'll face as we try to get out of here. As he eats the Goodberries, he muses out loud, "I guess I should expect to be a primary target when I'm the one disabling our opponents. I guess I need to get better at hiding!"
(OOC: Xanrym doesn't have anything else he wants to do here. The Company has completed their mission, found some valuable loot, and freed the gnomes. He wouldn't even risk a more thorough search of the room. Better to leave and close the door to the secret tunnel before they're found! He definitely would not venture into House Dusklorn. If they're lucky, they may be able to get back to their "hideout" in The Riddle before the Drow even realize that Ellesarwa is dead.
So, Xanrym votes to take the gnomes out through the secret tunnel and back through the tannery. The gnomes can go their own way or come with The Company, either way. The Company should head straight back to the townhouse in The Riddle where they left Irennaste. They can try to get word to Es Sarch that the job is done, but Xanrym assumes that well-connected owner of the Dripstone Inn will find out soon enough.)
Coriana will say the passphrase.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Khessa, happy to free drow prisoners (is she perhaps thinking of other prisoners as she does so?), immediately helped free the gnomes, and upon seeing the poor gnome weakened by the ordeal she had endured, she didn't hesitate to murmur: "Wait a moment, let's do this..." and effortlessly lift her into her arms "If you feel better outside, you can go wherever you want... otherwise, you can stay with us until you recover."
Remembering that Es Sarch intended to frame the assassins for the crime, the tall adventuress adds: "To tell the truth, the Assassins' Guild, which sent us to do this work, had recommended that we leave no witnesses... But I was raised by two gnome servants whom I have come to love like second parents! And what's more, I'm convinced that you won't tell anyone about what you saw. It would only bring you harm. If you spoke to the drow, they would be quite capable of imprisoning you again and torturing you in the hope of getting you to reveal even more details. And if the Assassins' Guild learns that witnesses who shouldn't have survived in fact did... you understand, they might take action to remedy the situation as quickly as possible. So, don't waste your luck, my little friends. Go back to living your life and don't reveal anything about what you saw here."
'That way,' the blonde arcane warrior thinks, 'if they obey us, our secret will be safe. But even if they did decide to talk... at least their gossip would confirm the Assassins' involvement. Es Sarch's plot should be completed without a hitch.'
Deception check from Khessa: 19
Syllen's Goodberry brings the female deep gnome back to consciousness, and she nods along with her companions at Khessa's words. They seem to buy her story about the Assassin's Guild. They'll follow you out of the room, the door hanging open behind you.
Just quickly, there are actually two exits from this tunnel. If you head west you head back to the Old Tannery, while the tunnel also keeps heading east. Just checking weather you want to go and explore the east passage or play it safe and head to the west.
(OOC: Pretty sure we want to get out of here as quickly as possible)
(OOC: Agreed. Normally curious, Xanrym wants to play it safe here. This isn't a time for exploring: get in, get out, and don't be seen. After this job, Es Sarch promised to provide information about Fhadheela and the bones of the Lost King that we're looking for. We know an exit that seems relatively safe, assuming that the raving Drow in the tannery isn't really a threat, and Xanrym would prefer to exit that way. He doesn't want any surprises now. Let's get back to the townhouse in The Riddle and lay low for a little while.)
Xanrym was planning to pull the secret door closed behind them, if that's possible. It's possible that most of the Drow in House Dusklorn's headquarters don't know about the secret door that we used. Closing the door may help to slow down anyone who would chase after us, and it could also cause confusion about what happened. (Like a "locked room" murder mystery.)