This totally unexpected event has caught Soma by surprised, "Lord Aldric, we are honoured albeit surprised, speaking on behalf of the Company we accept the mission you request of us and with these hat of disguise will be most helpful".
The Company gathers and moves to the Councils Inn (near the castle) and prepares for the following morning to seek out the Mercenary Guilds HQ.
This totally unexpected event has caught Soma by surprised, "Lord Aldric, we are honoured albeit surprised, speaking on behalf of the Company we accept the mission you request of us and with these hat of disguise will be most helpful".
The Company gathers and moves to the Councils Inn (near the castle) and prepares for the following morning to seek out the Mercenary Guilds HQ.
Asking around town, presumably in disguise, you spend most of the day bribing back ally thieves and rolling all manner of skills
Perception DC 10, 13, 15 Insight DC 13, 15, 18, 20 Deception DC 10, 12, 14 Persuasion DC 10, 13, 15 Stealth DC 15, 20 History DC 10, 11, 12
Asking around town, you get several suspicious looks and sideways glances but eventually you receive reliable directions.
In the entire city there are no fewer than ten different docks and ports.
To the north of town is the Mountainheart River only known as the Silverstream river farther east because of the silver deposits from the mountain.
The Northgate Docks have the greatest security,
And Silverport feeds Sapphire City all it's major cargo shipments.
But you are sent to Stonebridge Landing, a port that hasn't been open for years.
Once a thriving dock, Stonebridge Landing has seen better days. Located near the ancient stone bridge that gives it its name, this area has fallen on economic hardships in recent years. The Stonebridge sector, located on the other side of the bridge, has suffered financial decline, leading to the closure of many businesses and a lack of proper patrols. Now, the area is less frequented, with an air of neglect and disrepair.
It is the Stonebridge neighborhood which is home to the Guildhall for the Black Fangs. As you walk down the desolate streets you see sleeping or drunk beggars and dead rats, cats, and dogs on the side of the streets.
The entrance to the Guildhall appears grand, with an enormous double door 20 feet tall made of oak and banded steel. Outside, on the streets you see a group of Black Fang agents, seemingly sitting and passing the time, possibly guards to the entranceway.
This post has potentially manipulated dice roll results.
As the Company approaches the entrance of the guild Hall (and yes wearing their funky hats of disguise) and they see the guards, they will conduct some checks before speaking to them:
Igor casts guidance on Soma | 4 | result will be added to Soma's persuasion check upon the guards |
Soma rolls Persuasion check | 26 |
Ross will do an Investigation check to determine if there is any advantage to be gained from those guarding the entrance | Ross: 14 |
Soma, "Greetings and well met friends, me and my companions are here seeking employment, we have multiple skills and talents, you may have heard of us, we are known as WingIttoYouMakeit", who do you suggest we talk to?
[OOC: Please tell me off if Im been to stupid!, I couldn't think of an appropriate gang name lol]
As the Company approaches the entrance of the guild Hall (and yes wearing their funky hats of disguise) and they see the guards, they will conduct some checks before speaking to them:
Igor casts guidance on Soma | 4 | result will be added to Soma's persuasion check upon the guards |
Soma rolls Persuasion check | 26 |
Ross will do an Investigation check to determine if there is any advantage to be gained from those guarding the entrance | Ross: 12 |
Soma, "Greetings and well met friends, me and my companions are here seeking employment, we have multiple skills and talents, you may have heard of us, we are known as WingIttoYouMakeit", who do you suggest we talk to?
[OOC: Please tell me off if Im been to stupid!, I couldn't think of an appropriate gang name lol]
The Master Thief looks up and tries sizing you up Insight 19, "Hey fellows", she gets the attention of her veteran guards, "What do you think? Fresh fish."
The two veterans nod and say in unison, "Fresh Fish!"
She grabs you by the arm, and quickly opens the door with a series of complex button presses in the wall, Slight of Hand 10 vs your perception
Then she brings you inside.
The building has markings of an old boat warehouse, with pullies and boat parts scattered about. The ceilings are extremely tall and there are several desks pushed up against the walls, as sort of make-shift offices, with paperwork stacked on each of more than a dozen desks. Invoices and receipts litter the desks, but no one seems to be working at them.
Deeper in the warehouse, you can hear sparing and training, hushed conversations and laughter.
"This is it boys. You are now members of the Black Fangs, the most notorious Mercenary Company in all the realms. We have chapter houses in nearly every city and since we have been recruiting, we are sending fresh fish, like you, out to the farthest reaches of the outposts, so that we have eyes and ears everywhere. If people are questing, we want some of that LOOT."
The veterans cry out in unison, "Loot!"
"Ahh, we can skip your training. Just need to get you tattoo'ed, so everyone knows you're one of us."
The Master Thief leaves to find the tattoo-ist and the Veterans head back to guard the front door, outside.
For now you are left alone in the large warehouse, filled with papers, invoices, and receipts, presumably shipping and trading paperwork.
Master Thief: Hey, we've got more recruits, these guys seem like experienced mercenaries. Lots of glowing magic items.
Tattoo Artist: Let me take a look. He peers into a peep hole, constructed of mirrors, so that he can see into the front room. You fool, you brought "The Paladin!" don't you recognize him from the repots. We've been trying to take him out, and you brought him here, with all our low level recruits.
Master Thief: The Paladin, Eh? Well I for one thought he would be taller. Don't worry boss, I'll take him out myself. You try to escape and get the recruits out using the secret back door. Just leave The Paladin to me!
This post has potentially manipulated dice roll results.
Soma, is not quite prepared for the swiftness of this guy, and to some regard it just makes him more determined, "Watch it Igor and Ross, this guys's fast!"
MT1 takes half of 11 (5) due to uncanny dodge reaction. MT1 (53/84)
Soma second attack at MT1 | Sun Blade | 28 | Damage: 7
MT1 takes 7 damage. MT1 (46/84)
Igor casts Guiding Bolt | at 3rd level | 26 | Damge: 24
MT1 takes a massive hit of 24 damage. MT1 (22/84)
Ross dual attacks with advantage MT1 | 10 | Damage: 8 | 16 | Bonus: 11 Second attack |24 | Damage: 8 | 27 | Bonus: 9
MT1 takes 11, then 8, then 9 damage, total 28 and dies.
After searching the body, you find that the entire hideout has been abandoned while you fight. There is a single iron door, in the center of the compound, locked. Igor and Ross agree that the door has some magic on it, an arcane lock and glyph of warding. You will need to use spells like knock or dispel magic, a lock pick, or possible solve a puzzle or find a key, to open this door.
Master Thief Rewards shortsword, light crossbow, studded leather 600 XP each
This post has potentially manipulated dice roll results.
Soma, "Wow, they all cleared out during the fight, cant really get any worse ah?"
As Soma sees a single door noting magic emanates from it. "We are going to need to check it out, but how?"
Igor suggests we investigate and the area around the door and generally investigate the hideout looking for clues to the door and maybe a key can be found, not withstanding evidence for the council.
Ross, "These type of things require the solving of a puzzle, we can do that too if all else fails, Im OK with puzzles!"
Soma, OK, Company we have some plans to enact here let's get started.
Soma, "Wow, they all cleared out during the fight, cant really get any worse ah?"
As Soma sees a single door noting magic emanates from it. "We are going to need to check it out, but how?"
Igor suggests we investigate and the area around the door and generally investigate the hideout looking for clues to the door and maybe a key can be found, not withstanding evidence for the council.
Ross, "These type of things require the solving of a puzzle, we can do that too if all else fails, Im OK with puzzles!"
Soma, OK, Company we have some plans to enact here let's get started.
Ross rolls for Investigation on the Arcana Lock | 13 | Plus Guidance2 |
Soma rolls Investigationlooking around the room / hideout | 20 | Plus Guidance4 |
*Soma and co are looking for scrolls, evidence of criminal behaviour, keys anything that will assist them.
Ross and Igor concentrate and focus on their magic, using arcana, investigation, and help from guidance. They are all able to suppress the glyph of warding and pick the arcane lock.
When the Large Iron Door swings open, inside in a lush office and library. The large oak desk in the center of the room is filled with scrolls and tomes. The walls are covered with forbidden books of magic and rituals. Behind the desk is a Assassin AS1, "Who are you? And how did you get into here?" AS1 init 11
Roll initiative!
Note: This encounter is a first in that I've given your encounter budge a boost.
Soma attacks AS1 with | Sun Blade | 19 | Damage: 10| Bonus on at hit 'Bane of Blood' : 6 Second attack on AS1 | Sun Blade | 27 | Damage: 14 | Bonus on at hit 'Bane of Blood' : 1
AS1 takes 16 then 15 damage, total 31. AS1 (47/78)
Igor casts and attacks AS1 | Sacred Flame | 14DEX SAVE 16
AS1 Wisdom save DC 16 vs 12
As a his bonus | Igor casts Spiritual Weapon and attacks AS1 | 21 | Damage: 7 | Force Damage
AS1 takes 7 damage. AS1 (40/78)
Ross casts Ray of Frost at AS1 | 9 | Damage: 11 | Cold Damage (this is a full action)
Second attack on AS1 Dual attack Shortsword | 14 | Damage: 9 | 26 | Bonus: 4 (this is a full action, I'm choosing this one)
AS1 takes 4 damage. AS1 (36/78)
AS1 multiattack, two shortsword attacks AS1 targets Soma, shortsword1 Attack: 19 Damage: 8, on hit Constitution Save DC 15 to take half of 30 poison AS1 targets Soma, shortsword2 Attack: 26 Damage: 11, on hit Constitution Save DC 15 to take half of 27 poison Round 2 Soma, Ross, Igor << your turn AS1 (36/78)
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This totally unexpected event has caught Soma by surprised, "Lord Aldric, we are honoured albeit surprised, speaking on behalf of the Company we accept the mission you request of us and with these hat of disguise will be most helpful".
The Company gathers and moves to the Councils Inn (near the castle) and prepares for the following morning to seek out the Mercenary Guilds HQ.
Asking around town, presumably in disguise, you spend most of the day bribing back ally thieves and rolling all manner of skills
Perception DC 10, 13, 15
Insight DC 13, 15, 18, 20
Deception DC 10, 12, 14
Persuasion DC 10, 13, 15
Stealth DC 15, 20
History DC 10, 11, 12
Asking around town, you get several suspicious looks and sideways glances but eventually you receive reliable directions.
In the entire city there are no fewer than ten different docks and ports.
To the north of town is the Mountainheart River only known as the Silverstream river farther east because of the silver deposits from the mountain.
The Northgate Docks have the greatest security,
And Silverport feeds Sapphire City all it's major cargo shipments.
But you are sent to Stonebridge Landing, a port that hasn't been open for years.
Once a thriving dock, Stonebridge Landing has seen better days. Located near the ancient stone bridge that gives it its name, this area has fallen on economic hardships in recent years. The Stonebridge sector, located on the other side of the bridge, has suffered financial decline, leading to the closure of many businesses and a lack of proper patrols. Now, the area is less frequented, with an air of neglect and disrepair.
It is the Stonebridge neighborhood which is home to the Guildhall for the Black Fangs. As you walk down the desolate streets you see sleeping or drunk beggars and dead rats, cats, and dogs on the side of the streets.
The entrance to the Guildhall appears grand, with an enormous double door 20 feet tall made of oak and banded steel. Outside, on the streets you see a group of Black Fang agents, seemingly sitting and passing the time, possibly guards to the entranceway.
Veteran V1 init 14
Veteran V2 init 6
Master Thief MT1 init 14
As the Company approaches the entrance of the guild Hall (and yes wearing their funky hats of disguise) and they see the guards, they will conduct some checks before speaking to them:
Igor casts guidance on Soma | 4 | result will be added to Soma's persuasion check upon the guards |
Soma rolls Persuasion check | 26 |
Ross will do an Investigation check to determine if there is any advantage to be gained from those guarding the entrance | Ross: 14 |
Soma, "Greetings and well met friends, me and my companions are here seeking employment, we have multiple skills and talents, you may have heard of us, we are known as WingIttoYouMakeit", who do you suggest we talk to?
[OOC: Please tell me off if Im been to stupid!, I couldn't think of an appropriate gang name lol]
If the previous fails:
Soma Init | 20
Igor Init | 15
Ross Init | 5
The Master Thief looks up and tries sizing you up Insight 19, "Hey fellows", she gets the attention of her veteran guards, "What do you think? Fresh fish."
The two veterans nod and say in unison, "Fresh Fish!"
She grabs you by the arm, and quickly opens the door with a series of complex button presses in the wall, Slight of Hand 10 vs your perception
Then she brings you inside.
The building has markings of an old boat warehouse, with pullies and boat parts scattered about. The ceilings are extremely tall and there are several desks pushed up against the walls, as sort of make-shift offices, with paperwork stacked on each of more than a dozen desks. Invoices and receipts litter the desks, but no one seems to be working at them.
Deeper in the warehouse, you can hear sparing and training, hushed conversations and laughter.
"This is it boys. You are now members of the Black Fangs, the most notorious Mercenary Company in all the realms. We have chapter houses in nearly every city and since we have been recruiting, we are sending fresh fish, like you, out to the farthest reaches of the outposts, so that we have eyes and ears everywhere. If people are questing, we want some of that LOOT."
The veterans cry out in unison, "Loot!"
"Ahh, we can skip your training. Just need to get you tattoo'ed, so everyone knows you're one of us."
The Master Thief leaves to find the tattoo-ist and the Veterans head back to guard the front door, outside.
For now you are left alone in the large warehouse, filled with papers, invoices, and receipts, presumably shipping and trading paperwork.
After waiting for what seems an hour, you suddenly hear something and turn to look, but see nothing... Perception Check DC set to Stealth 25
master thief init 7, the Master Thief is trying to ambush the party, roll initiative.
(Off camera)
Master Thief: Hey, we've got more recruits, these guys seem like experienced mercenaries. Lots of glowing magic items.
Tattoo Artist: Let me take a look. He peers into a peep hole, constructed of mirrors, so that he can see into the front room. You fool, you brought "The Paladin!" don't you recognize him from the repots. We've been trying to take him out, and you brought him here, with all our low level recruits.
Master Thief: The Paladin, Eh? Well I for one thought he would be taller. Don't worry boss, I'll take him out myself. You try to escape and get the recruits out using the secret back door. Just leave The Paladin to me!
Soma and co realise the situation they are now in is about to get real.
Soma | 24
Igor | 14
Action | Igor Casts bless on himself, Soma and Ross
Ross is quietly preparing himself hands on his twin shortswords.
Ross | 2
Round 0
master thief MT1 jumps out of a secret door panel in the front room. He emerges closest to one of the party members.
Targets Igor-1,2, Ross-3,4, Soma-5,6
master thief MT1 targets 4, Shortsword Attack: 12 Damage: 23 piercing damage
Round 1
Igor, Ross, Soma << your turn
master thief MT1 (84/84)
Hidden with advantage, second roll 10
[OOC I assume with a 10 I don't role with disadvantage?]
Soma, "What the, where did you come from? Igor, Ross, look out! Its an Ambush!"
Soma attacks MT1 with sun blade | 11 | Damage: 11
Upon hit - SAP - MT1;
Soma second attack MT1 | sun blade| 18 | Damage: 10
Igor, "Stand by, incoming..."
Igor attacks MT1 and casts command | WIS SAVE 16 | and 'Commands MT1', "DONT MOVE"
Ross, "AHHHHHHHHH" and races in with dual shortsword attack MT1 with VEX | 13 | Damage: 9 | 8 | Bonus: 10
Second dual attack MT1;
Ross | 9 | Damage: 11 | 17 | Bonus: 7
MT1 uses uncanny dodge to take half of 13 (6) damage, and gets Sap disadv on next attack. MT1 (78/84)
MT1 Wisdom Save DC 16 vs 1
MT1 takes 9, then 11, total 20 damage, and gets vex. MT (58/84)
MT1 multiattacks, making three shortsword attacks,
MT1 targets Soma, shortsword1 Attack: 26 Damage: 6
MT1 targets Soma, shortsword2 Attack: 19 Damage: 9
MT1 targets Soma, shortsword3 Attack: 26 Damage: 6
Round 2
Igor, Ross, Soma << your turn
master thief MT1 (58/84)
Soma, is not quite prepared for the swiftness of this guy, and to some regard it just makes him more determined, "Watch it Igor and Ross, this guys's fast!"
Igors spell worked and MT1 is 'standing still"
Soma attacks MT1 with Sun Blade | 27 | Damage: 14
Soma second attack at MT1 | Sun Blade | 19 | Damage: 13
Igor, "The spell worked! attack while we can!"
Igor casts Guiding Bolt | at 3rd level | 23 | Damge: 25
Ross, "We need to sort this as soon as possible before others turn up Soma!"
Ross dual attacks with advantage MT1 | 20 | Damage: 8 | 24 | Bonus: 10
Second attack |23 | Damage: 10 | 28 | Bonus: 11
MT1 takes half of 11 (5) due to uncanny dodge reaction. MT1 (53/84)
MT1 takes 7 damage. MT1 (46/84)
MT1 takes a massive hit of 24 damage. MT1 (22/84)
MT1 takes 11, then 8, then 9 damage, total 28 and dies.
After searching the body, you find that the entire hideout has been abandoned while you fight. There is a single iron door, in the center of the compound, locked. Igor and Ross agree that the door has some magic on it, an arcane lock and glyph of warding. You will need to use spells like knock or dispel magic, a lock pick, or possible solve a puzzle or find a key, to open this door.
Master Thief Rewards
shortsword, light crossbow, studded leather
600 XP each
Soma, "Wow, they all cleared out during the fight, cant really get any worse ah?"
As Soma sees a single door noting magic emanates from it. "We are going to need to check it out, but how?"
Igor suggests we investigate and the area around the door and generally investigate the hideout looking for clues to the door and maybe a key can be found, not withstanding evidence for the council.
Ross, "These type of things require the solving of a puzzle, we can do that too if all else fails, Im OK with puzzles!"
Soma, OK, Company we have some plans to enact here let's get started.
*Soma and co are looking for scrolls, evidence of criminal behaviour, keys anything that will assist them.
Ross and Igor concentrate and focus on their magic, using arcana, investigation, and help from guidance. They are all able to suppress the glyph of warding and pick the arcane lock.
When the Large Iron Door swings open, inside in a lush office and library. The large oak desk in the center of the room is filled with scrolls and tomes. The walls are covered with forbidden books of magic and rituals. Behind the desk is a Assassin AS1, "Who are you? And how did you get into here?" AS1 init 11
Roll initiative!
Note: This encounter is a first in that I've given your encounter budge a boost.
Soma | 13 |
Igor | 2 |
Ross | 20 |
Group initiative, players go first!
Round 1
Soma, Ross, Igor << your turn
AS1 (78/78)
Soma, "We got to hit this thing hard! If it hits its going to hurt gang!"
Soma attacks AS1 with | Sun Blade | 15 | Damage: 14 | Bonus on at hit 'Bane of Blood' : 6
Second attack on AS1 | Sun Blade | 11 | Damage: 14 | Bonus on at hit 'Bane of Blood' : 4
Igor, roars with clerical might castings directly at the Assassin;
Igor casts and attacks AS1 | Sacred Flame | 15 DEX SAVE 16
As a his bonus | Igor casts Spiritual Weapon and attacks AS1 | 18 | Damage: 11 | Force Damage
Ross casts Ray of Frost at AS1 | 13 | Damage: 4 | Cold Damage
Second attack on AS1 Dual attack Shortsword | 17 | Damage: 9 | 26 | Bonus: 5
AS1 takes 16 then 15 damage, total 31. AS1 (47/78)
AS1 Wisdom save DC 16 vs 12
AS1 takes 7 damage. AS1 (40/78)
AS1 takes 4 damage. AS1 (36/78)
AS1 multiattack, two shortsword attacks
AS1 targets Soma, shortsword1 Attack: 19 Damage: 8, on hit Constitution Save DC 15 to take half of 30 poison
AS1 targets Soma, shortsword2 Attack: 26 Damage: 11, on hit Constitution Save DC 15 to take half of 27 poison
Round 2
Soma, Ross, Igor << your turn
AS1 (36/78)