The only attack that hit between casting web and khessa’s turn was Theldrin hitting with firebolt. I’ll roll a con check for the Drider, if she fails then Khessa can take her turn again, otherwise let it play:
Xanrym tries again with his crossbow. While he was effective in keeping this one hypnotized at the start of the fight, he has been mostly unable to harm these monsters except for with his flask of oil, which Theldrin set ablaze.
Movement: None. Stay put behind the other drider's body. Action: Cast a spell True Strike with Attack the Drider, Crossbow, Light (80/320): 9, Damage: 6 (piercing) + 6 (radiant) = 12 (total) Free Action: Loading crossbow
Finally free from the magical webbing, Khessa confidently faces the monster. Her confident smile bodes not well for the 'miserable male mock of Lolth'...
Khessa strikes forcefully at the Drider's chitinous exoskeleton, and while she fails to break it, she does damage it and causes a thin trickle of blood to leak from a small crack.
No need for Coriana to go, as a combination of everyone's attacks so far is enough to kill the Drider. It goes down with another deathly scream, and you are all able to safely retreat from your hit on the matron of House Dusklorn.
You come out of the tunnel back into the Old Tannery, and the deep gnomes looks around, clearly confused. The female, who is acting as there leader apparently, addresses you curiously. "Are we in Pedestal? I do not recognize this part of the city as we usually only go to The Bazaar, me and my brothers are from the other side of the Sullen Sea. My name is Shuthi, and although you say you are assassins, you seem to be good people, unlike most here in Pedestal. Would you happen to know anywhere we could find succor before we make the trek back to our camp?" Shuthi and her brothers look at you somewhat pleadingly.
Khessa feels her heart melt when the gnomes express their vulnerability and call her and the party 'good people,' but she tries to maintain the pretense she's been led to believe until now, that this is best for everyone—even for the gnomes themselves, who must not gossip.
"Yes, Shuthi, we're still in Pedestal, but it's normal that you don't know this seedy neighborhood... and it's good that you continue to not know it," the blonde arcane warrior places a hand on her shoulder as if to reassure her. "I thank you for considering us good people despite what we have to do for a living; I'm Khessa and it will be a pleasure to consider you a friend from now on. And for that, I will send you to a safe contact, to a safe place, where you can find succor."
The tall adventuress summons Anator from the ghis pocket dimension and smiles: "Taking you with us now would be neither possible nor wise, Shuthi, but you and your friends will now follow this envoy of mine—you can trust him as if he were... let's say... my own brother!" she winks - and the bat comically winks back!"Anator will lead you to the Dripstone Inn, where you will ask for Es Sarch, and tell him that Khessa, the tall, blonde member of the assassins' guild, has sent you. She prays that you are given assistance and assures that it will be to everyone's benefit. Es Sarch will help you. And, if fate allows it," Khessa tries to contain her emotion as she bids farewell to the freed hostages ('Only the first of a long line...'), taking her leave with a final, encouraging smile "one day we will meet again and celebrate together as good friends."
The blonde arcane warrior has meanwhile given Anator telepathic instructions: he must lead the gnomes to the Dripstone Inn (and possibly inside, until they meet Es Sarch — if that's impossible, then never mind, they'll enter on their own). Once this is done, he must return to Khessa at the 'lair' the company has chosen in the neighborhood, the same one where Irennaste is potentially waiting.
This post has potentially manipulated dice roll results.
Xanrym nods in approval at Khessa's suggestion. It'll be hard enough for the The Company to make it back to their hideout in The Riddle, but taking a group of Svirfneblin with them would certainly draw attention and would be a way to tie The Company to the assassination of Ellesarwa. Best to send them to Es Sarch separately so that the only ones who know that The Company were involved in the assassination are Es Sarch, Irennaste, and these three gnomes -- none of whom have a reason to reveal that information to the rest of House Dusklorn. Well, them and Numa, the mad drow who lives at the Tannery. Unless someone wants to question Numa further about his prophecies, Xanrym suggests that they hasten back to their hideout in The Riddle.
As they leave the Tannery, Xanrym cautions, "Keep a sharp eye. Even if House Dusklorn hasn't discovered Ellesarwa and isn't looking for Irennaste's kidnappers yet, after the fight with The Inheritors at the South Gate and burning The Guild's drop box, the other factions have their own reasons to be looking for us." Xanrym will move maybe 120-ft ahead of the group, trying to avoid notice. The others may note that he takes a somewhat indirect route back to the townhouse once they leave the main street, Matron Row, going a couple of extra streets over and then going south almost to the city wall before finally circling back to the townhouse from the south. (Xanrym has proficiency with Cartographer's Tools and has been trying to make his own map of the important points of the city.) Along the way, he occasionally slips into an alleyway or the shadow at the corner of a building to look ahead and behind, checking whether anyone is following them or taking special notice of The Company.
Scouting ahead without being seen / noticed - Stealth: 29 (advantage from Cloak of Elvenkind) Looking out for anyone following them - Perception: 7
Standing out of the gnomes' view, Theldrin smiles warmly as he watches Khessa's interaction with them, but he quickly hides his smile and gives them a stern look when he catches their eye. He's glad they were able to save them from their fate at the hands of the Drow matron, but still has concerns they might talk about what they saw.
Yet what good is it being an adventurer, he muses to himself, if the Company can't save innocent commoners from the clutches of evil villains such as the Naga or Ellesarwa? He sighs and hopes sending them to Es Sarch will work out well.
The Dripstone is basically between you and The Riddle. Will you drop the Deep Gnomes off there yourselves or just let them go in themselves as you decamp to your townhouse in The Riddle?
Theldrin agrees with Coriana. It's going to be best if they're not seen with the Company, he thinks to himself... though it's his nature is want to protect them.
Xanrym nods. He doesn't object to helping the svirfneblin: he just doesn't want any obvious and public ties between The Company and Ellesarwa's assassination. For both The Company's and the gnomes' safety, it's best if they're not seen together. On the other hand, while the gnomes are not part of their mission, Xanrym worries about freeing them from Ellesarwa but then turning them loose in such a dangerous city. It seems like an "out of the frying pan, into the fire," situation.
Assuming that The Company sends the gnomes ahead to the Dripstone Inn, as soon as the gnomes leave the tannery, Xanrym asks his companions whether they think that Anator is a sufficient guide for the gnomes. He suggests, "I could follow them invisibly and make sure that they get to the Inn and find Es Sarch without running into any trouble. I would rejoin you all when you get to the Dripstone Inn and then scout the rest of the route back to the townhouse."
Invisibility would solve the problem of being seen with the gnomes. Xanrym would have to go now, to keep up with the gnomes, so it'll have to be a quick vote.
Since the Dripstone is basically between us and The Riddle, Khessa is glad to escort the gnomes herself: "Make me invisible, Xanrym. I will watch over them".
Anyway, if the bard prefers to go himself, the blonde arcane warrior has no problem with that
Since the Dripstone is basically between us and The Riddle, Khessa is glad to escort the gnomes herself: "Make me invisible, Xanrym. I will watch over them".
Anyway, if the bard prefers to go himself, the blonde arcane warrior has no problem with that
Xanrym says, "Oh, yes! I could certainly do that!" Khessa would certainly be more capable than Xanrym at dealing with any "trouble" herself, but he eyes her plate armor and sturdy frame dubiously. He reminds her, "The spell won't make you silent, just invisible, and the effect will end if you attack anyone or cast any spell of your own. Just make sure that they make it into the Inn safely and find Es Sarch." Xanrym casts Invisibility on Khessa, opens the door for her to go after the gnomes, and gives her one last warning: "Be sure not to let anyone bump into you!"
Xanrym suggests to the others, "Give us half-a-minute head start and then head toward the Dripstone Inn. We'll rejoin you as you pass there." He pulls up the hood of his cloak and follows after the gnomes and, presumably, Khessa. (Basically, Xanrym will presumably be about 30-ft behind Khessa, who is presumably 30-ft or more behind the gnomes.)
The only attack that hit between casting web and khessa’s turn was Theldrin hitting with firebolt. I’ll roll a con check for the Drider, if she fails then Khessa can take her turn again, otherwise let it play:
6
Web is down, Khessa can retake her turn.
Round 8: Xanrym
Xanrym tries again with his crossbow. While he was effective in keeping this one hypnotized at the start of the fight, he has been mostly unable to harm these monsters except for with his flask of oil, which Theldrin set ablaze.
Movement: None. Stay put behind the other drider's body.
Action: Cast a spell True Strike with
Attack the Drider, Crossbow, Light (80/320): 9, Damage: 6 (piercing) + 6 (radiant) = 12 (total)
Free Action: Loading crossbow
Khessa's Greatsword Attack: 18 Damage: 13 (magical slashing) or 3 if missed (thanks to Graze property).
Khessa strikes forcefully at the Drider's chitinous exoskeleton, and while she fails to break it, she does damage it and causes a thin trickle of blood to leak from a small crack.
Out of Bardic Inspiration, Xanrym nonetheless calls out encouragingly: "Come on, Coriana! Finish off this monstrosity so that we can get out of here!"
No need for Coriana to go, as a combination of everyone's attacks so far is enough to kill the Drider. It goes down with another deathly scream, and you are all able to safely retreat from your hit on the matron of House Dusklorn.
You come out of the tunnel back into the Old Tannery, and the deep gnomes looks around, clearly confused. The female, who is acting as there leader apparently, addresses you curiously. "Are we in Pedestal? I do not recognize this part of the city as we usually only go to The Bazaar, me and my brothers are from the other side of the Sullen Sea. My name is Shuthi, and although you say you are assassins, you seem to be good people, unlike most here in Pedestal. Would you happen to know anywhere we could find succor before we make the trek back to our camp?" Shuthi and her brothers look at you somewhat pleadingly.
Khessa feels her heart melt when the gnomes express their vulnerability and call her and the party 'good people,' but she tries to maintain the pretense she's been led to believe until now, that this is best for everyone—even for the gnomes themselves, who must not gossip.
"Yes, Shuthi, we're still in Pedestal, but it's normal that you don't know this seedy neighborhood... and it's good that you continue to not know it," the blonde arcane warrior places a hand on her shoulder as if to reassure her. "I thank you for considering us good people despite what we have to do for a living; I'm Khessa and it will be a pleasure to consider you a friend from now on. And for that, I will send you to a safe contact, to a safe place, where you can find succor."
The tall adventuress summons Anator from the ghis pocket dimension and smiles: "Taking you with us now would be neither possible nor wise, Shuthi, but you and your friends will now follow this envoy of mine—you can trust him as if he were... let's say... my own brother!" she winks - and the bat comically winks back! "Anator will lead you to the Dripstone Inn, where you will ask for Es Sarch, and tell him that Khessa, the tall, blonde member of the assassins' guild, has sent you. She prays that you are given assistance and assures that it will be to everyone's benefit. Es Sarch will help you. And, if fate allows it," Khessa tries to contain her emotion as she bids farewell to the freed hostages ('Only the first of a long line...'), taking her leave with a final, encouraging smile "one day we will meet again and celebrate together as good friends."
The blonde arcane warrior has meanwhile given Anator telepathic instructions: he must lead the gnomes to the Dripstone Inn (and possibly inside, until they meet Es Sarch — if that's impossible, then never mind, they'll enter on their own). Once this is done, he must return to Khessa at the 'lair' the company has chosen in the neighborhood, the same one where Irennaste is potentially waiting.
Xanrym nods in approval at Khessa's suggestion. It'll be hard enough for the The Company to make it back to their hideout in The Riddle, but taking a group of Svirfneblin with them would certainly draw attention and would be a way to tie The Company to the assassination of Ellesarwa. Best to send them to Es Sarch separately so that the only ones who know that The Company were involved in the assassination are Es Sarch, Irennaste, and these three gnomes -- none of whom have a reason to reveal that information to the rest of House Dusklorn. Well, them and Numa, the mad drow who lives at the Tannery. Unless someone wants to question Numa further about his prophecies, Xanrym suggests that they hasten back to their hideout in The Riddle.
As they leave the Tannery, Xanrym cautions, "Keep a sharp eye. Even if House Dusklorn hasn't discovered Ellesarwa and isn't looking for Irennaste's kidnappers yet, after the fight with The Inheritors at the South Gate and burning The Guild's drop box, the other factions have their own reasons to be looking for us." Xanrym will move maybe 120-ft ahead of the group, trying to avoid notice. The others may note that he takes a somewhat indirect route back to the townhouse once they leave the main street, Matron Row, going a couple of extra streets over and then going south almost to the city wall before finally circling back to the townhouse from the south. (Xanrym has proficiency with Cartographer's Tools and has been trying to make his own map of the important points of the city.) Along the way, he occasionally slips into an alleyway or the shadow at the corner of a building to look ahead and behind, checking whether anyone is following them or taking special notice of The Company.
Scouting ahead without being seen / noticed - Stealth: 29 (advantage from Cloak of Elvenkind)
Looking out for anyone following them - Perception: 7
Standing out of the gnomes' view, Theldrin smiles warmly as he watches Khessa's interaction with them, but he quickly hides his smile and gives them a stern look when he catches their eye. He's glad they were able to save them from their fate at the hands of the Drow matron, but still has concerns they might talk about what they saw.
Yet what good is it being an adventurer, he muses to himself, if the Company can't save innocent commoners from the clutches of evil villains such as the Naga or Ellesarwa? He sighs and hopes sending them to Es Sarch will work out well.
As the party moves out he keeps a watchful eye.
Perception: 25
Syllen looks a little troubled as Khessa gives her real name. Syllen is far less trusting of everyone involved in this job.
Pulling out ten gold from his pack, Syllen will hand it over to the gnomes.
“May this help in the journey back to your camp.”
The Dripstone is basically between you and The Riddle. Will you drop the Deep Gnomes off there yourselves or just let them go in themselves as you decamp to your townhouse in The Riddle?
Coriana thinks separating from the gnomes as quickly as possible is the best choice.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Theldrin agrees with Coriana. It's going to be best if they're not seen with the Company, he thinks to himself... though it's his nature is want to protect them.
Xanrym nods. He doesn't object to helping the svirfneblin: he just doesn't want any obvious and public ties between The Company and Ellesarwa's assassination. For both The Company's and the gnomes' safety, it's best if they're not seen together. On the other hand, while the gnomes are not part of their mission, Xanrym worries about freeing them from Ellesarwa but then turning them loose in such a dangerous city. It seems like an "out of the frying pan, into the fire," situation.
Assuming that The Company sends the gnomes ahead to the Dripstone Inn, as soon as the gnomes leave the tannery, Xanrym asks his companions whether they think that Anator is a sufficient guide for the gnomes. He suggests, "I could follow them invisibly and make sure that they get to the Inn and find Es Sarch without running into any trouble. I would rejoin you all when you get to the Dripstone Inn and then scout the rest of the route back to the townhouse."
Invisibility would solve the problem of being seen with the gnomes. Xanrym would have to go now, to keep up with the gnomes, so it'll have to be a quick vote.
Since the Dripstone is basically between us and The Riddle, Khessa is glad to escort the gnomes herself: "Make me invisible, Xanrym. I will watch over them".
Anyway, if the bard prefers to go himself, the blonde arcane warrior has no problem with that
Coriana does not feel particularly strongly on this issue.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
So will Xanrym or Khessa or both take the gnomes to the Dripstone?
Xanrym says, "Oh, yes! I could certainly do that!" Khessa would certainly be more capable than Xanrym at dealing with any "trouble" herself, but he eyes her plate armor and sturdy frame dubiously. He reminds her, "The spell won't make you silent, just invisible, and the effect will end if you attack anyone or cast any spell of your own. Just make sure that they make it into the Inn safely and find Es Sarch." Xanrym casts Invisibility on Khessa, opens the door for her to go after the gnomes, and gives her one last warning: "Be sure not to let anyone bump into you!"
Xanrym suggests to the others, "Give us half-a-minute head start and then head toward the Dripstone Inn. We'll rejoin you as you pass there." He pulls up the hood of his cloak and follows after the gnomes and, presumably, Khessa. (Basically, Xanrym will presumably be about 30-ft behind Khessa, who is presumably 30-ft or more behind the gnomes.)
Concentration: Invisibility on Khessa
So is the invisible Khessa going to follow the gnomes inside the inn and observe them making contact with Es Sarch?