Jayce instructs the party to move the spies and conceal them.
When the party is back together, Jayce will quietly open the front door. Jace made a PERCEPTION roll of 23.
You see a big empty front room, filled with stolen goods and overturned crates. Several desks around the room seem to be stations where workers inventory the goods and send them onward.
The large oak door is ajar and standing in it is a bandit lord init 21
Jayce opens the door, with only himself visible. The others stand off to the side of the doorway, out of view. The party keeps the door open and I stand back 5’.
Jayce casts COMMAND and orders the Bandit to “APPROACH!”.
Jayce opens the door, with only himself visible. The others stand off to the side of the doorway, out of view. The party keeps the door open and I stand back 5’.
Jayce casts COMMAND and orders the Bandit to “APPROACH!”.
Will you allow me to use a Warding Flare as a Reaction to B1’s attack, with a chance of negating his first attack? If so, I will use it.
As my action, I cast INFLICT WOUNDS on B1. I rolled a NAT 20 for a CRITICAL HIT and rolled for 26 points of damage.
As the Bandit Captain rushes to attack Jayce, he instinctively calls upon the power of Helm to activate one of his Warding Flares, causing the Bandit Captain to lose focus and protect his eyes from the flash. Jayce sees an opening in his enemy’s defenses and brings forth the devastating power of his INFLICT WOUNDS spell, causing his hand to glow a bright white. The Bandit exposes his face for just a second and Jayce touches his chin area, transferring the light to the Bandit’s face and the light spreads across his face, neck, and head, leaving behind dark, cancerous flesh.
Will you allow me to use a Warding Flare as a Reaction to B1’s attack, with a chance of negating his first attack? If so, I will use it.
Did you drop your shield? I show AC 17 without a shield and AC 19 with a shield. Here is the disadv reroll if you are shield-less 17
As my action, I cast INFLICT WOUNDS on B1. I rolled a NAT 20 for a CRITICAL HIT and rolled for 26 points of damage.
B1 takes 26 necrotic damage. B1 (65/91)
Maven gets into melee Maven Longsword Attack: 10 Damage: 8
Dagget casts Hunter's Mark as a bonus Dagget Longbow Attack: 12 Damage: 15
Gaius casts Magic Missile from a 2nd level slot dealing damage, 3, 3, 4, 3
Bandit Lord Reacts with a Parry making his AC 18 for a single attack this round, then multiattacks Maven B1 Longsword, Attack1: 19 Damage: 23 B1 Longsword, Attack2: 20 Damage: 16 B1 Dagger, Attack3: 7 Damage: 6
Round 2 bandit lord Jayce, Guias, Dagget, Maven << your turn
Maven gets into melee Maven Longsword Attack: 10 miss Damage: 8
Dagget casts Hunter's Mark as a bonus Dagget Longbow Attack: 12 miss Damage: 15
Gaius casts Magic Missile from a 2nd level slot dealing damage, 3, 3, 4, 3
B1 takes 13 damage. B1 (52/91)
Bandit Lord Reacts with a Parry making his AC 18 for a single attack this round, then multiattacks Maven B1 Longsword, Attack1: 19 Damage: 23 B1 Longsword, Attack2: 20 Damage: 16 B1 Dagger, Attack3: 7 Damage: 6
Maven goes down after taking 39/37 damage. Round 2 bandit lord B1 (52/91) Jayce, Guias, Dagget << your turn Maven (-2/37, pending death save)
I have my shield wielded and ready. After my encounter with those damn goblins at the beginning, I don’t think I will ever drop it. My AC should be 19, so the first attack should have missed and I will recover my flare.
I close in on B1 and attack him with my mace. I rolled an 11 to hit for 9 damage if it connects.
I have my shield wielded and ready. After my encounter with those damn goblins at the beginning, I don’t think I will ever drop it. My AC should be 19, so the first attack should have missed and I will recover my flare.
I close in on B1 and attack him with my mace. I rolled an 11 to hit for 9 damage if it connects.
Maven uses second wind to heal 8 as a bonus action, then stands up and attacks Maven Longsword Attack: 12 Damage: 14 Action Surge Maven Longsword Attack: 10 Damage: 15
Bandit Lord Reacts with a Parry from AC 16 to AC 18 for a single melee attack this round, then multiattacks Maven again, B1 Longsword, Attack1: 17 Damage: 14 B1 Longsword, Attack2: 9 Damage: 10 B1 Dagger, Attack3: 13 Damage: 6
Round 3 bandit lord B1 (52/91) Jayce, Guias, Dagget, Maven << your turn
Jayce uses his Channel Divinity to bring forth his Radiance of Dawn on B1. The Bandit will need to make a Constitution Save or face 10 points of radiant damage (5 if successful).
Jayce uses his Channel Divinity to bring forth his Radiance of Dawn on B1. The Bandit will need to make a Constitution Save or face 10 points of radiant damage (5 if successful).
Jayce uses his Channel Divinity to bring forth his Radiance of Dawn on B1. The Bandit will need to make a Constitution Save or face 10 points of radiant damage (5 if successful).
Jayce makes a STRENGTH check of 16 and attempts to hoist the Bandit on my shoulders and I carry him into his chambers and gently lay him on the floor (to reduce noise). The rest of the party follows me in and we close the door, leaving just a crack so we can peer out of.
Jayce casts CURE WOUNDS on Maven and heals her for 5 points of damage.
Guias and Maven will take a SHORT REST here, while Jayce and Dagget take turns watching through the slit in the door and searching the room.
Jayce makes a STRENGTH check of 16 and attempts to hoist the Bandit on my shoulders and I carry him into his chambers and gently lay him on the floor (to reduce noise). The rest of the party follows me in and we close the door, leaving just a crack so we can peer out of.
Jayce casts CURE WOUNDS on Maven and heals her for 5 points of damage.
Guias and Maven will take a SHORT REST here, while Jayce and Dagget take turns watching through the slit in the door and searching the room.
Jayce made a 19 on his PERCEPTION roll.
Inside you find a fine oak desk with papers and plans scattered about. Most of the papers seem to be shipping inventories.
There is a letter on top with no signature. It describes a shipment that's due to deliver hundreds of sculptures and pieces of art. Some of them are described as ritual artifacts and other pieces are said to be magical or cursed. Attached to the letter is a shipping manifest. The shipment is dated to arrive in port the day after tomorrow.
While there are too many documents to read in a short time, most of them detail enough information to identify good marks to steal or details on how to steal them quietly. Papers that talk about stolen goods, evil artifact trafficking, heists, different jobs, both legit jobs and others shady jobs. One note from Gideon Steele a predominant member of the King's Council and one of Lord Aldric's peers, outlines a plot to assassinate the king and to plant evidence to blame the thieves guild.
A small lockbox is located in the corner with the key found on a chain around the Bandit Lord's neck. Inside is a small fortune in coins
Bandit Lord's Stash Rewards 1x Note Shipment Manifest Two Days out 1x Note from Gideon Steele Assassination Plot 6x notes about various illegal jobs 600 XP (quest completion) 61 platinum pieces 51 gold pieces
(Thank you, Mr. DM. In your opinion and for the sake of time, should we search the rest of the building, or can we head back to Lord Aldric and report our findings without missing anything really important?)
If there is nothing else of interest to check out in this building, then I gather up the manifest, the note about the plot, and the 6 notes about the illegal jobs, and stash them in my backpack.
I portion out the treasure and give 16 pp and 10gp to each of the characters. I give the remaining 2 gp to Dagget and Maven. I will keep the lockbox.
I take out my scroll of DETECT MAGIC and walk over to the equipment that the Bandit and determine if anything of his was magic. I will ask the others if they want anything of his...I don't. With the spell active for 10 minutes, I will walk out of the Bandit's room and head to the main exit, looking for anything that may tickle my senses.
The party will then head straight to Lord Aldric and report our findings.
can we head back to Lord Aldric and report our findings without missing anything really important?
Definitely
If there is nothing else of interest to check out in this building, then I gather up the manifest, the note about the plot, and the 6 notes about the illegal jobs, and stash them in my backpack
Plenty of more rooms and clues, you found the most important ones.
I take out my scroll of DETECT MAGIC and walk over to the equipment that the Bandit and determine if anything of his was magic. I will ask the others if they want anything of his...I don't. With the spell active for 10 minutes, I will walk out of the Bandit's room and head to the main exit, looking for anything that may tickle my senses.
The journey back to Castle Vesper is uneventful, the city’s inhabitants mostly asleep at this late hour. When you reached the castle gates, the guards, recognizing Brother Jayce and his urgency, allowed him passage without question. Inside, you are directed to Lord Aldric's chambers, where he is known to work late into the night. The room is lit by the warm glow of candlelight, and Lord Aldric looks up from his desk as Jayce enters, dragging the bound and gagged Bandit Lord behind him.
Aldric greets you with a mixture of surprise and concern in his voice. "What is the meaning of this?"
Jayce quickly explains the situation, presenting the papers he has found and detailing his confrontation with the Bandit Lord. He points out the documents which suggest a deeper conspiracy, one that involves a politician and an assassination plot.
Lord Aldric examined the papers, his expression growing graver with each passing moment. "This is troubling indeed. You've done well to bring this to my attention immediately. We will interrogate this man and verify the information you've gathered."
Aldric stands, his demeanor resolute. "We must act swiftly. I will assemble a council of trusted advisors to plan our response. In the meantime, continue your investigations discreetly. We cannot afford to tip our hand prematurely. Your ability to move unseen will be crucial."
"Look here. One of the documents you've brought shows that a large shipment of art and artifacts will be stolen the night after tomorrow, right from these docks. If you should intercept the cargo ship and steal the goods before the Black Fangs, then we could cut off their finances, buying us more time to stop the assassination plot." Lord Aldric, a stern but fair man chuckles for a moment then laughs quite loudly. "What if you were able to replace the shipment with less valuable pieces of art and junk, so that when the Black Fangs go to steal the shipment, they find only fakes. That would be an enormous blow to them, especially if you could get away with this all without suspicion."
"Here, use this hat of disguise to guard against any links to the Kings Council."
"Take these five (5x) bag of holding to carry up to 2500 lbs of contraband."
"Finally, if you need more firepower, here take another wand of scorching ray I'm hoping you won't need it."
wand of scorching ray This wand has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the scorching ray spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Jayce instructs the party to move the spies and conceal them.
When the party is back together, Jayce will quietly open the front door. Jace made a PERCEPTION roll of 23.
You see a big empty front room, filled with stolen goods and overturned crates. Several desks around the room seem to be stations where workers inventory the goods and send them onward.
The large oak door is ajar and standing in it is a bandit lord init 21
I rolled an INITIATIVE of 7.
Jayce opens the door, with only himself visible. The others stand off to the side of the doorway, out of view. The party keeps the door open and I stand back 5’.
Jayce casts COMMAND and orders the Bandit to “APPROACH!”.
bandit lord attempts a Wisdom Save DC 15 vs 7
bandit lord B1 will multiattack Jayce
B1 Longsword, Attack1: 18 Damage: Unable to parse dice roll.
B1 Longsword, Attack2: 20 Damage: 15
B1 Dagger, Attack3: 9 Damage: 9
Round 1
bandit lord
Jayce, Guias, Dagget, Maven << your turn
Will you allow me to use a Warding Flare as a Reaction to B1’s attack, with a chance of negating his first attack? If so, I will use it.
As my action, I cast INFLICT WOUNDS on B1. I rolled a NAT 20 for a CRITICAL HIT and rolled for 26 points of damage.
As the Bandit Captain rushes to attack Jayce, he instinctively calls upon the power of Helm to activate one of his Warding Flares, causing the Bandit Captain to lose focus and protect his eyes from the flash. Jayce sees an opening in his enemy’s defenses and brings forth the devastating power of his INFLICT WOUNDS spell, causing his hand to glow a bright white. The Bandit exposes his face for just a second and Jayce touches his chin area, transferring the light to the Bandit’s face and the light spreads across his face, neck, and head, leaving behind dark, cancerous flesh.
That is the end of Jayce’s turn.
Did you drop your shield? I show AC 17 without a shield and AC 19 with a shield. Here is the disadv reroll if you are shield-less 17
B1 takes 26 necrotic damage. B1 (65/91)
Maven gets into melee
Maven Longsword Attack: 10 Damage: 8
Dagget casts Hunter's Mark as a bonus
Dagget Longbow Attack: 12 Damage: 15
Gaius casts Magic Missile from a 2nd level slot dealing damage, 3, 3, 4, 3
Bandit Lord Reacts with a Parry making his AC 18 for a single attack this round, then multiattacks Maven
B1 Longsword, Attack1: 19 Damage: 23
B1 Longsword, Attack2: 20 Damage: 16
B1 Dagger, Attack3: 7 Damage: 6
Round 2
bandit lord
Jayce, Guias, Dagget, Maven << your turn
B1 takes 13 damage. B1 (52/91)
Maven goes down after taking 39/37 damage.
Round 2
bandit lord B1 (52/91)
Jayce, Guias, Dagget << your turn
Maven (-2/37, pending death save)
I have my shield wielded and ready. After my encounter with those damn goblins at the beginning, I don’t think I will ever drop it. My AC should be 19, so the first attack should have missed and I will recover my flare.
I close in on B1 and attack him with my mace. I rolled an 11 to hit for 9 damage if it connects.
miss
Dagget casts cure wounds on Maven for 5
Guias casts 2nd level magic missile, 4, 5, 4, 3
Maven uses second wind to heal 8 as a bonus action, then stands up and attacks
Maven Longsword Attack: 12 Damage: 14
Action Surge Maven Longsword Attack: 10 Damage: 15
Bandit Lord Reacts with a Parry from AC 16 to AC 18 for a single melee attack this round, then multiattacks Maven again,
B1 Longsword, Attack1: 17 Damage: 14
B1 Longsword, Attack2: 9 Damage: 10
B1 Dagger, Attack3: 13 Damage: 6
Round 3
bandit lord B1 (52/91)
Jayce, Guias, Dagget, Maven << your turn
Maven heals 17. Maven (17/37)
B1 takes 14 damage. B1 (38/91)
Parry misses
B1 takes 14 damage. B1 (20/91)
misses
Round 3
bandit lord B1 (20/91)
Jayce, Guias, Dagget, Maven << your turn
Jayce uses his Channel Divinity to bring forth his Radiance of Dawn on B1. The Bandit will need to make a Constitution Save or face 10 points of radiant damage (5 if successful).
bandit lord Bi1 Constitution Save DC 15 vs 9
B1 takes 10 damage.
Maven says, "Payback is mine!"
Maven Longsword Attack: 9 Damage: 14
Dagget Longbow Attack: 27 Damage: 20
Guias casts fire bolt, Attack: 8 Damage: 6
As the bandit lord dies and you can enter his chambers or explore elsewhere
Bandit Lord Rewards
breastplate
longsword
dagger
275 XP
Jayce makes a STRENGTH check of 16 and attempts to hoist the Bandit on my shoulders and I carry him into his chambers and gently lay him on the floor (to reduce noise). The rest of the party follows me in and we close the door, leaving just a crack so we can peer out of.
Jayce casts CURE WOUNDS on Maven and heals her for 5 points of damage.
Guias and Maven will take a SHORT REST here, while Jayce and Dagget take turns watching through the slit in the door and searching the room.
Jayce made a 19 on his PERCEPTION roll.
Inside you find a fine oak desk with papers and plans scattered about. Most of the papers seem to be shipping inventories.
There is a letter on top with no signature. It describes a shipment that's due to deliver hundreds of sculptures and pieces of art. Some of them are described as ritual artifacts and other pieces are said to be magical or cursed. Attached to the letter is a shipping manifest. The shipment is dated to arrive in port the day after tomorrow.
While there are too many documents to read in a short time, most of them detail enough information to identify good marks to steal or details on how to steal them quietly. Papers that talk about stolen goods, evil artifact trafficking, heists, different jobs, both legit jobs and others shady jobs. One note from Gideon Steele a predominant member of the King's Council and one of Lord Aldric's peers, outlines a plot to assassinate the king and to plant evidence to blame the thieves guild.
A small lockbox is located in the corner with the key found on a chain around the Bandit Lord's neck. Inside is a small fortune in coins
Bandit Lord's Stash Rewards
1x Note Shipment Manifest Two Days out
1x Note from Gideon Steele Assassination Plot
6x notes about various illegal jobs
600 XP (quest completion)
61 platinum pieces
51 gold pieces
(Thank you, Mr. DM. In your opinion and for the sake of time, should we search the rest of the building, or can we head back to Lord Aldric and report our findings without missing anything really important?)
If there is nothing else of interest to check out in this building, then I gather up the manifest, the note about the plot, and the 6 notes about the illegal jobs, and stash them in my backpack.
I portion out the treasure and give 16 pp and 10gp to each of the characters. I give the remaining 2 gp to Dagget and Maven. I will keep the lockbox.
I take out my scroll of DETECT MAGIC and walk over to the equipment that the Bandit and determine if anything of his was magic. I will ask the others if they want anything of his...I don't.
With the spell active for 10 minutes, I will walk out of the Bandit's room and head to the main exit, looking for anything that may tickle my senses.
The party will then head straight to Lord Aldric and report our findings.
I will go ahead and Level up to Level 4.
Definitely
Plenty of more rooms and clues, you found the most important ones.
Excellent, I'll level up the rest.
The journey back to Castle Vesper is uneventful, the city’s inhabitants mostly asleep at this late hour. When you reached the castle gates, the guards, recognizing Brother Jayce and his urgency, allowed him passage without question. Inside, you are directed to Lord Aldric's chambers, where he is known to work late into the night. The room is lit by the warm glow of candlelight, and Lord Aldric looks up from his desk as Jayce enters, dragging the bound and gagged Bandit Lord behind him.
Aldric greets you with a mixture of surprise and concern in his voice. "What is the meaning of this?"
Jayce quickly explains the situation, presenting the papers he has found and detailing his confrontation with the Bandit Lord. He points out the documents which suggest a deeper conspiracy, one that involves a politician and an assassination plot.
Lord Aldric examined the papers, his expression growing graver with each passing moment. "This is troubling indeed. You've done well to bring this to my attention immediately. We will interrogate this man and verify the information you've gathered."
Aldric stands, his demeanor resolute. "We must act swiftly. I will assemble a council of trusted advisors to plan our response. In the meantime, continue your investigations discreetly. We cannot afford to tip our hand prematurely. Your ability to move unseen will be crucial."
"Look here. One of the documents you've brought shows that a large shipment of art and artifacts will be stolen the night after tomorrow, right from these docks. If you should intercept the cargo ship and steal the goods before the Black Fangs, then we could cut off their finances, buying us more time to stop the assassination plot." Lord Aldric, a stern but fair man chuckles for a moment then laughs quite loudly. "What if you were able to replace the shipment with less valuable pieces of art and junk, so that when the Black Fangs go to steal the shipment, they find only fakes. That would be an enormous blow to them, especially if you could get away with this all without suspicion."
"Here, use this hat of disguise to guard against any links to the Kings Council."
"Take these five (5x) bag of holding to carry up to 2500 lbs of contraband."
"Finally, if you need more firepower, here take another wand of scorching ray I'm hoping you won't need it."
wand of scorching ray
This wand has 5 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the scorching ray spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
"Add these scrolls to your resources."
1x spell scroll of expeditious retreat
1x spell scroll of invisibility
1x spell scroll of guiding bolt
1x spell scroll of command
1x spell scroll of [Tooltip Not Found]
"Stay vigilant, Brother Jayce. The fate of our kingdom may well rest in your hands."