Avery looks for something to eat, ale to drink. He talks of old exploits, like a true mercenary veteran, starting off with "There I was, no sh_t..." on tales of battles in faraway lands. Of exotic cities and peoples, the different cultures he has seen, and the different enemies. Tales of fighting the orcs of course, but of the nomad raiders of the desert wastes while a caravan guard, of the dark fanatics while serving in an advanced company on a watch post on the border of a troubled land. Humming an old tune, "a fighting man for hire, in a war-torn land, a knight without armor, his cloak blowing in the wind..."
The companions seem to delights in your stories, but at the sound of fighting nomads in the desert Maajid raises his eyes, “They sound like my people friend, did you serve in one of the Border Companies of Bissel”
The companions seem to delights in your stories, but at the sound of fighting nomads in the desert Maajid raises his eyes, “They sound like my people friend, did you serve in one of the Border Companies of Bissel”
Avery leans back and smiles. "I did for a short stint, until they found they didn't require our services any longer. I found service with Lord Elgar Checaran, The Baron of Dount, Knight of the Watch. Dount fell to the Ketite forces during the occupation with the help of some disloyal citizens of Baklunish descent. The former baron and his entire family were slain by Ketite assassins. After the war, the Margrave appointed a Knight of the Watch to rule this barony in order to assure control and loyalty from the barony. In the process, the Margrave has unintentionally punished the loyal citizens of this barony with an ineffective and ill-prepared leader."
Avery takes a pull from his tankard before continuing. "Elgar has no idea how to run a barony, and he has served his subjects so poorly that they are close to revolt. After the war, many citizens from other baronies in Bissel moved to Dount to homestead. They have seized lands illegally from Baklunish citizens of Dount, and Elgar has been unsuccessful to date in dealing with the problem. He has created a special force of sheriffs to deal with the problem, and it is the first token of respect he has shown the Baklunish of this region. However, more signs of respect and action to help the people of this region recover from the war are needed. Currently, it is only the presence of the Knights of the Watch that keep the citizens of Dount from open revolt. So, I was hired on as part of his Special Forces to police the land per say, to keep open revolt at bay."
Avery leans back and smiles. "I did for a short stint...
Xanrym quietly slides a sheet of paper from his scroll case. Stealth15 (in game log) By the time Avery finishes talking, Xanrym is busily writing down some key points in neat handwriting. As a student of history, he's excited to realize that Avery was there "on the ground" as these events were taking place.
If Maajid seems distressed by Avery's answer, Xanrym will try to divert any argument with a tale from centuries ago. Perhaps the legend about the Suel Mages of Power and the Twin Cataclysms that brought an end to both the Baklunish Empire and the Suel Imperium, leaving only the Dry Steppes and the Sea of Dust behind. Maybe he just picked that tale because the mention of the Backluni brought it to mind? Or maybe it was a reflection on the fruitless nature of conflicts between powerful kingdoms, which frequently led to nothing but death and devastation.
Maajid will thank you later that night for your diversion Xanrym, “These wars are in the past now. Although I fear sometimes you here in the Sheldomar Valley focus on your own political turmoils and fil to see how these wars effect the Flanaess as a whole. We all have similar stories to tell.”
Just as Xanrym and Maajid are switching over their watch, you hear noises from over the the road, people congregating. You hear what you fear to be Wraven’s call of trouble.
Just as Xanrym and Maajid are switching over their watch, you hear noises from over the the road, people congregating. You hear what you fear to be Wraven’s call of trouble.
(OOC: Uh oh! Always a danger: more problems before we've completed a long rest.)
Xanrym stands and listens for a moment. Then, his voice tense, he says, "Sounds like trouble. Maajid, go wake the others. Tell them: 'possible trouble at the jail.'' Once we're out, bar the door and turn down the lights in here. Don't open up again unless it's one of us." He picks up his backpack from the floor and picks up his loaded crossbow from the table.
If Xanrym is on his own, he loads a bolt, saying, "I'm going to go take a look." Xanrym first looks out the windows for anyone lurking around the front door of the inn. (Perception9) If he doesn't see anyone near the inn, he quietly opens the door and steps onto the porch. (Stealth25) If he makes it out onto the porch safely, he stands listening for a moment. He's trying to see whether he can tell what's going on from a distance while he waits for more of his companions to join him.
If the second shift (Liarin and Oliver) are already down in the tavern, Xanrym says, "We'll take a look while the others come down." Then, as above, he takes his gear and steps outside onto the inn's porch, but he looks to Liarin for whether she wants to wait for Avery and Theldrin or go straight across the road.
I’d say you could definitely mark off a Short Rest. Whatever that would buy you all.
You see exactly what’s going on at the constables quarters. There are many men and women standing around the jail with weapons and torches while Wraven and Lldryk stand out the front with weapons drawn.
With a roll like that you notice another very strange thing. Behind the group standing closer to the side of the road is a squirrel. This wouldn’t be unusual, if this squirrel wasn’t watching the encounter at the constables quarters with extreme intent. Seemingly with more intelligence and concentration then any squirrel you’ve seen in your life.
Theldrin wakes with a start, then a groan as he rubs his eyes and rolls out of bed. He quickly gathers his gear and joins the others in investigating what's happening at the constable's quarters.
I’d say you could definitely mark off a Short Rest. Whatever that would buy you all.
(OOC: 2 Wild Shapes for Liarin, and both an Action Surge and Second Wind for Avery. That's useful if it turns into a fight, and an angry-looking dire wolf might disperse an unorganized mob even without a fight. 😇)
You see exactly what’s going on at the constables quarters. There are many men and women standing around the jail with weapons and torches while Wraven and Lldryk stand out the front with weapons drawn.
(OOC: Xanrym's perception roll was only a 9, but I'll assume that he saw at least this much and with a stealth roll of 25, he made it onto the front port of the Inn without being spotted. It looks like the old map links are broken, but looking at this Orlane map from Petar Gnip's page, I think that we're in building 6, and the jail is across the intersection in building 2 or 3. Xanrym has a plan, but he'll wait to get agreement before he starts.)
Once his companions have come downstairs, Xanrym whispers, "From what Cirilli said, it sounds like most of the townspeople joined the cult against their will, enchanted by the naga. Maybe they can still be saved, so I really don't want to start slaughtering everyone in Orlane. I'm going to try to get the mob to disperse. Avery, having a heavily-armored mercenary next to me might help. Liarin, if you hear an outburst of wolf calls, maybe you could walk into the torchlight in your dire wolf form, growling and just being as menacing as possible? Theldrin, maybe you can stay here on the Inn's front porch to support us from a distance and make sure that this isn't just a diversion for someone to sneak in and kidnap Cirilli, Maajid, and the others?"
Once his companions have come downstairs, Xanrym whispers, "From what Cirilli said, it sounds like most of the townspeople joined the cult against their will, enchanted by the naga. Maybe they can still be saved, so I really don't want to start slaughtering everyone in Orlane. I'm going to try to get the mob to disperse. Avery, having a heavily-armored mercenary next to me might help. Liarin, if you hear an outburst of wolf calls, maybe you could walk into the torchlight in your dire wolf form, growling and just being as menacing as possible? Theldrin, maybe you can stay here on the Inn's front porch to support us from a distance and make sure that this isn't just a diversion for someone to sneak in and kidnap Cirilli, Maajid, and the others?"
Xanrym looks around, confused for a moment. He thought that Liarin was standing on the Inn's porch with the rest of the party and he glances back into the Inn to see whether she went back inside to get something. Then he shakes his head briefly, deciding that the situation at the jail is too urgent to wait for her. He stows his crossbow and just before he steps into the road with Avery, Xanrym casts minor illusion to create the sound of a loud thunderclap overhead in the middle of the intersection, between the mob and the inn. He's trying to startle and interrupt whatever they were doing and also get their attention.
Then Xanrym steps forward into the road, just close enough to be visible in the light from the villagers' torches (i.e., about 20' from the closest people in the mob). Xanrym raises his empty hands and says, "Hello, good people of Orlane! What strange gathering is this so late at night? Why do you bother the guards of the jail?" He scans the little mob, looking to see how they are armed. He does a quick estimate of the number of people in the mob. Do they just have torches, or did they bring improvised weapons, like pitchforks and knives? Do there appear to be any experienced fighters or monks in the crowd with armor or swords or something? (Perception21. Or, if that should be Investigation, then 22.)
If someone responds to him, Xanrym watches them for any signs of a lie. (Insight8)
Liarin - The squirrel looks at you with the same fascination that it was showing the group. It recognises that you too are no ordinary squirrel.
Xanrym - The group flinches at the thunderclap and turns to you. Numbering 17 people, mostly men, they are simple farmers with makeshift weapons. There are a couple with old swords or battered helmets, but you feel they wouldn’t be able to use them effectively. They are probably relying on their numbers for intimidation rather than their military experience. Wraven gives you a nod as you get closer, with Lldryk backing him up.
The man who was closest to the front turns on you when you approach, “Leave now knave, before we put you on the stake for butchering our good cleric Misha. We will be freeing these innocent men tonight.” The man has a bald pate and glasses, but looks at you in righteous fury. The others seem fairly committed in his energy, although some hang more towards the back.
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OOC: Ah okay, in any case Theldrin seems agreeable to continuing to escort Maajid after the party finishes the current quest in Orlane.
Avery looks for something to eat, ale to drink. He talks of old exploits, like a true mercenary veteran, starting off with "There I was, no sh_t..." on tales of battles in faraway lands. Of exotic cities and peoples, the different cultures he has seen, and the different enemies. Tales of fighting the orcs of course, but of the nomad raiders of the desert wastes while a caravan guard, of the dark fanatics while serving in an advanced company on a watch post on the border of a troubled land. Humming an old tune, "a fighting man for hire, in a war-torn land, a knight without armor, his cloak blowing in the wind..."
The companions seem to delights in your stories, but at the sound of fighting nomads in the desert Maajid raises his eyes, “They sound like my people friend, did you serve in one of the Border Companies of Bissel”
Avery leans back and smiles. "I did for a short stint, until they found they didn't require our services any longer. I found service with Lord Elgar Checaran, The Baron of Dount, Knight of the Watch. Dount fell to the Ketite forces during the occupation with the help of some disloyal citizens of Baklunish descent. The former baron and his entire family were slain by Ketite assassins. After the war, the Margrave appointed a Knight of the Watch to rule this barony in order to assure control and loyalty from the barony. In the process, the Margrave has unintentionally punished the loyal citizens of this barony with an ineffective and ill-prepared leader."
Avery takes a pull from his tankard before continuing. "Elgar has no idea how to run a barony, and he has served his subjects so poorly that they are close to revolt. After the war, many citizens from other baronies in Bissel moved to Dount to homestead. They have seized lands illegally from Baklunish citizens of Dount, and Elgar has been unsuccessful to date in dealing with the problem. He has created a special force of sheriffs to deal with the problem, and it is the first token of respect he has shown the Baklunish of this region. However, more signs of respect and action to help the people of this region recover from the war are needed. Currently, it is only the presence of the Knights of the Watch that keep the citizens of Dount from open revolt. So, I was hired on as part of his Special Forces to police the land per say, to keep open revolt at bay."
Xanrym quietly slides a sheet of paper from his scroll case. Stealth 15 (in game log) By the time Avery finishes talking, Xanrym is busily writing down some key points in neat handwriting. As a student of history, he's excited to realize that Avery was there "on the ground" as these events were taking place.
If Maajid seems distressed by Avery's answer, Xanrym will try to divert any argument with a tale from centuries ago. Perhaps the legend about the Suel Mages of Power and the Twin Cataclysms that brought an end to both the Baklunish Empire and the Suel Imperium, leaving only the Dry Steppes and the Sea of Dust behind. Maybe he just picked that tale because the mention of the Backluni brought it to mind? Or maybe it was a reflection on the fruitless nature of conflicts between powerful kingdoms, which frequently led to nothing but death and devastation.
Maajid will thank you later that night for your diversion Xanrym, “These wars are in the past now. Although I fear sometimes you here in the Sheldomar Valley focus on your own political turmoils and fil to see how these wars effect the Flanaess as a whole. We all have similar stories to tell.”
Just as Xanrym and Maajid are switching over their watch, you hear noises from over the the road, people congregating. You hear what you fear to be Wraven’s call of trouble.
(OOC: Uh oh! Always a danger: more problems before we've completed a long rest.)
Xanrym stands and listens for a moment. Then, his voice tense, he says, "Sounds like trouble. Maajid, go wake the others. Tell them: 'possible trouble at the jail.'' Once we're out, bar the door and turn down the lights in here. Don't open up again unless it's one of us." He picks up his backpack from the floor and picks up his loaded crossbow from the table.
If Xanrym is on his own, he loads a bolt, saying, "I'm going to go take a look." Xanrym first looks out the windows for anyone lurking around the front door of the inn. (Perception 9) If he doesn't see anyone near the inn, he quietly opens the door and steps onto the porch. (Stealth 25) If he makes it out onto the porch safely, he stands listening for a moment. He's trying to see whether he can tell what's going on from a distance while he waits for more of his companions to join him.
If the second shift (Liarin and Oliver) are already down in the tavern, Xanrym says, "We'll take a look while the others come down." Then, as above, he takes his gear and steps outside onto the inn's porch, but he looks to Liarin for whether she wants to wait for Avery and Theldrin or go straight across the road.
Avery draws his weapon, takes position by the main door. "Well now, let's see who is coming for dinner this time."
This happens right at the shift change, so Liarin and Xanrym would both be up with Maajid and Oliver.
When Xanrym looks over the road he sees a group of people milling around the jail/constables quarters. Some of them with torches, some with weapons.
[[Clarifying: We have not had the effects of a rest yet, am I correct?]]
Liarin mutters words in sylvan, summoning nature spirits to aid her senses as she peeks out the door listening to and watching the gathering crowd.
Guidance 2 Perception: 19
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
(OOC: long rest - probably not, but after dinner and the first 2.5-hour shift of the night watch, we definitely got a short rest.)
I’d say you could definitely mark off a Short Rest. Whatever that would buy you all.
You see exactly what’s going on at the constables quarters. There are many men and women standing around the jail with weapons and torches while Wraven and Lldryk stand out the front with weapons drawn.
With a roll like that you notice another very strange thing. Behind the group standing closer to the side of the road is a squirrel. This wouldn’t be unusual, if this squirrel wasn’t watching the encounter at the constables quarters with extreme intent. Seemingly with more intelligence and concentration then any squirrel you’ve seen in your life.
Theldrin wakes with a start, then a groan as he rubs his eyes and rolls out of bed. He quickly gathers his gear and joins the others in investigating what's happening at the constable's quarters.
[[Short rest doesn't help my hp, but it does give me wild shape...]]
Liarin takes the form of a squirrel and scampers across the road to approach the strange squirrel.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
(OOC: 2 Wild Shapes for Liarin, and both an Action Surge and Second Wind for Avery. That's useful if it turns into a fight, and an angry-looking dire wolf might disperse an unorganized mob even without a fight. 😇)
(OOC: Xanrym's perception roll was only a 9, but I'll assume that he saw at least this much and with a stealth roll of 25, he made it onto the front port of the Inn without being spotted. It looks like the old map links are broken, but looking at this Orlane map from Petar Gnip's page, I think that we're in building 6, and the jail is across the intersection in building 2 or 3. Xanrym has a plan, but he'll wait to get agreement before he starts.)
Once his companions have come downstairs, Xanrym whispers, "From what Cirilli said, it sounds like most of the townspeople joined the cult against their will, enchanted by the naga. Maybe they can still be saved, so I really don't want to start slaughtering everyone in Orlane. I'm going to try to get the mob to disperse. Avery, having a heavily-armored mercenary next to me might help. Liarin, if you hear an outburst of wolf calls, maybe you could walk into the torchlight in your dire wolf form, growling and just being as menacing as possible? Theldrin, maybe you can stay here on the Inn's front porch to support us from a distance and make sure that this isn't just a diversion for someone to sneak in and kidnap Cirilli, Maajid, and the others?"
Theldrin nods in agreement as he takes a stance on the front porch and keeps a watchul eye on the proceedings.
Liarin isn't there to listen to any plans as she is in squirrel form at least 60 feet from the door of the inn.
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Avery nods in agreement
Xanrym looks around, confused for a moment. He thought that Liarin was standing on the Inn's porch with the rest of the party and he glances back into the Inn to see whether she went back inside to get something. Then he shakes his head briefly, deciding that the situation at the jail is too urgent to wait for her. He stows his crossbow and just before he steps into the road with Avery, Xanrym casts minor illusion to create the sound of a loud thunderclap overhead in the middle of the intersection, between the mob and the inn. He's trying to startle and interrupt whatever they were doing and also get their attention.
Then Xanrym steps forward into the road, just close enough to be visible in the light from the villagers' torches (i.e., about 20' from the closest people in the mob). Xanrym raises his empty hands and says, "Hello, good people of Orlane! What strange gathering is this so late at night? Why do you bother the guards of the jail?" He scans the little mob, looking to see how they are armed. He does a quick estimate of the number of people in the mob. Do they just have torches, or did they bring improvised weapons, like pitchforks and knives? Do there appear to be any experienced fighters or monks in the crowd with armor or swords or something? (Perception 21. Or, if that should be Investigation, then 22.)
If someone responds to him, Xanrym watches them for any signs of a lie. (Insight 8)
Liarin - The squirrel looks at you with the same fascination that it was showing the group. It recognises that you too are no ordinary squirrel.
Xanrym - The group flinches at the thunderclap and turns to you. Numbering 17 people, mostly men, they are simple farmers with makeshift weapons. There are a couple with old swords or battered helmets, but you feel they wouldn’t be able to use them effectively. They are probably relying on their numbers for intimidation rather than their military experience. Wraven gives you a nod as you get closer, with Lldryk backing him up.
The man who was closest to the front turns on you when you approach, “Leave now knave, before we put you on the stake for butchering our good cleric Misha. We will be freeing these innocent men tonight.” The man has a bald pate and glasses, but looks at you in righteous fury. The others seem fairly committed in his energy, although some hang more towards the back.