"I'm sure that Chiro will have little difficulty entering the Sleeping Giant Inn undetected. However, in order to interpret observations more complex than a head count, I will need to remain nearby."
It is simple for Nyli to find the Redbrands. Indeed, they seem to grown more brazen by the day. The hard part is finding one that's alone. Should she observe the Sleeping Giant, she would notice that a covered wagon has been leaving and returning from the taphouse about twice an hour, ferrying something to or from the abandoned mansion west of town. It is impossible to see what is inside the wagon—all openings are sealed up tight with canvas sheets—but the same two red-cloaked humans ride in front each time: a driver and a guard carrying a light crossbow.
Eventually, a lone Redbrand shows himself. A halfling in a red cloak, carrying a half-empty beer stein, stumbles up to the collapsed cottage north of the Sleeping Giant. Anyone who approaches this house would be able to smell that the patrons of the Sleeping Giant often come here to relieve themselves when the outhouse is occupied.
A DC 9 Dexterity (Stealth) check allows Nyli (or anyone) to approach unnoticed.
Four human ruffians linger on the covered porch of the Sleeping Giant Tavern, perched on empty ale barrels or leaning against the wall. All the shutters on the first floor are closed, and the only obvious ways in are through the double-hinged half size saloon doors in the front or the kitchen door in the back, which has been propped open.
If Chiro enters, it would see:
The interior of the ramshackle taproom as busy as a beehive. Eight more Redbrand thugs are inside: five humans, two halflings, and a half-orc with an eyepatch, all wearing swords of different sizes. They are engaged assembling improvised incendiary devices from the bottles of alcohol at the bar. The bartender, a dwarf named Grista, is nowhere to be seen.
A dozen spears rest against one wall. Three bugbears test out the spears by seeing who can throw them the closest to a terrified goblin without hitting it. So far the goblin has not been injured.
Finally, the bat's acute hearing can pick up strange sounds from the cellar: at least two sets of footsteps and a sort of grinding sound, plus the conversation of at least two speakers. (OOC: A DC 10 Intelligence (History) check allows Doldek to recognize that one of the languages being used is Undercommon, and a DC 15 Intelligence (Arcana) check lets him recognize another as Ignan.)
If Chiro goes down below, it sees a male human mage and a female drow. Asleep in a cage is a massive, bright orange snake-thing. A DC 15 Intelligence (Arcana) check (it can be the same check as recognizing Ignan) lets Doldek recognize it to be a Fire Snake.
However, a bat remaining unseen indoors with so many eyes around is not easy, even with Doldek's directing Chiro.
OOC:
If Chiro enters the Sleeping Giant, it will be spotted unless it makes a DC 10 Dexterity (Stealth) check. Alternatively, it can catch one of the first two points above without risk by staying outside. If it goes straight to the cellar, which is accessible from the empty kitchen and is totally dark at the moment, it will still need to make a check.
Please let me know if Chase and Dunkin want to do anything in particular. They can also potentially help with Doldek/Chiro's spying or Nyli's kidnapping.
Dunkin stealthily follows Nyli and Chase (Stealth=18). “Shall we grab that halfling in the loo? I can cast a spell to hold ‘em or we can do it the old fashioned way.” He grins, holding up a rope.
Whilst the halfling is occupied with relieving himself, Nyli closes in, daggers drawn. Unseen, she strikes swiftly and accurately causing serious damage to her target, unfortunately for her but luckily for the halfling he turns slightly and the second strike deflects off a buckle.
Stealth 20
Main attack: 17 to hit, dealing 4 damage plus sneak attack for another 11 damage.
Bonus attack : Crit 1 🙄
Without taking her eyes off the target she calls out to Chase who isn't as stealthy as he thinks "Feel free to join in". Perception 24 (nat 20) 😁
"You stabbed me!" The halfling ruffian squeals in pain. He looks from, you over to the Sleeping Giant, then back. He seems to recognize Nyli. "You, you'll pay for this! You think you're tough now that you've hired some muscle? Well there's still more of us. There's over a hu—" The halfling stops speaking abruptly. "A hun—" He turns to Chase. "Release me from this curse! Do it now, or else my friends will—" Cut off again by Chase's Zone of Truth, the halfling stops speaking and just looks at you all with a combination of anger and fear.
Some basic questioning will reveal:
The halfling's name is Willers. He's a low-ranking thug with the Redbrand gang.
The Redbrand Gang's secret base is located under the Tresendar Manor west of Town, but they are currently mobilizing for a "major operation" from the Sleeping Giant taphouse.
The Redbrands have a handful of captives in a holding area within the manor “near the old crypts,” which are guarded by skeletons and a hideous “eye monster.”
The leader of the Redbrands is a human wizard known as Glasstaff, so named because his magic staff is made of glass.
A mysterious figure called the Black Spider has hired the Redbrands to frighten off adventurers and intimidate the locals, for reasons unknown. The Black Spider has sent bugbears and a "miniature dragon" to reinforce the Redbrands and provide extra muscle.
If you make a DC 10 Charisma (Intimidation or Persuasion) check, Willers will answer any other questions you ask.
Monsters:
Willers (Redbrand Ruffian—Halfling) 1/16 HP: DC 13 Charisma save vs. Zone of Truth --> 2 (fail)
Nyli casually wipes her daggers clean, stows one, takes out a stone and starts sharpening the other, not even looking at the halfling.
"You think he's my muscle?" the stone continues to stroke along the blade. "Really?" stroke "You think I need muscle?"stroke "Have you seen yourself?"
"Personally" stroke "if I was you" stroke "I'd use what little time I had left to be helpful" stroke "and hope that it may get me some healing." She looks at him and smiles "but, you do you."
She looks at Chase "He's all yours." She pauses "well, what's left of him."
Nyli casually wipes her daggers clean, stows one, takes out a stone and starts sharpening the other, not even looking at the halfling.
"You think he's my muscle?" the stone continues to stroke along the blade. "Really?" stroke "You think I need muscle?"stroke "Have you seen yourself?"
"Personally" stroke "if I was you" stroke "I'd use what little time I had left to be helpful" stroke "and hope that it may get me some healing." She looks at him and smiles "but, you do you."
She looks at Chase "He's all yours." She pauses "well, what's left of him."
Blood drips down Willers's back and pools on the dirt floor of the ruined house. Willers awkwardly covers the wound with one of his hands. "I s'pose you're right, gnome. You did get me pretty good—when you sneaked up on me."
Chase wants numbers and routines and plans (just looking for an upper hand when infiltrating the manor house.
Charisma 20
"I've got twelve sworn brothers and sisters ready to destroy you guys and anyone else who gets in our way. There's also three big bugbears and their goblin friend/servant/thing. They're super strong and will definitely save me I hope. And there's the boss, Glasstaff. He's a genius wizard who made us Redbrands who we are today." He doesn't say exactly what he thinks the Redbrands are today, but instead gives you a prideful smirk.
Willers tells you that the personnel he just mentioned are in the Sleeping Giant taphouse at the moment. The only ones in the manor are the "eye monster" and three skeletons left to guard some prisoners, three human women and a female dwarf. Finally, he tells you the Redbrands' plans:
"The boss finally gave us the order: We're going to burn this podunk town to the ground and take whatever's left for ourselves. We're supposed to round up the survivors to make 'em work in some mine the boss invested in. Oh, except one: we're not supposed to touch Thornton or her office."
Impressed by Nyli’s approach, and knowing Chase will get what he wants, Dunkin thinks to ask what they’re transporting in the wagons and for whom.
Charisma 5 (oof!)
Maybe it's because he's being addressed by another halfling, but Willers seems even less threatened by Dunkin than by Chase or Nyli. "It's our wagon, so it's our stuff, duh!" he says flippantly.
OOC:
A DC 5 Wisdom (Insight) check reveals minor evasiveness by Willers when he mentions the wagon. You know he's telling the truth, but there's something he's not saying.
If one of you makes this wisdom check successfully, Dunkin can attempt the Charisma (Intimidation or Persuasion) check again to learn the full truth.
Dunkin decides to take a different tack (Persuasion=8). “Say, Willers. Us halflings have to stick together, right? I heard the last group leave. Don’t you know what they’ve been sayin’ about you? If I were you I’d let us help you. What’s in the wagon?”
As he waits for the Redbrand to reply, Dunkin whispers to Chase and Nyli. “Inn or manor house? I’m voting for the inn first.”
Dunkin decides to take a different tack (Persuasion=8). “Say, Willers. Us halflings have to stick together, right? I heard the last group leave. Don’t you know what they’ve been sayin’ about you? If I were you I’d let us help you. What’s in the wagon?”
As he waits for the Redbrand to reply, Dunkin whispers to Chase and Nyli. “Inn or manor house? I’m voting for the inn first.”
OOC:
Sorry for my delay. Life!
Sounded like they are holding captives at the manor.
Willers steadfastly refuses to tell you all what was in the wagon, but he does let slip that whatever it was, it ended up in the Sleeping Giant Taphouse.
You leave Willers tied up (or dead) in the makeshift outhouse and head for the Tresendar Manor on the hill west of town. There is no sign of the Redbrand gang's wagon.
Tresendar Manor
1. Cellar
Your initial exploration of the manor grounds finds it deserted, but with plenty of tracks leading to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands an unlocked door with a cellar beyond. The door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps descending to the floor in two short flights. Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels.
A DC 15 Wisdom (Perception) check from Dunkin reveals:
The next room appears to be a storeroom pressed into service as living quarters. Two double bunks stand against the wall near the door, while barrels and crates fill the southern half of the chamber.
3. Trapped Hall
Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, and the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors.
A DC 15 Wisdom (Perception) check by Nyli reveals:
A covered pit blocks nearly the entire hallway, with only narrow ledges on the north and south sides. The pit is 20 ft. deep. Any creature weighing over 100 lbs. who enters the pit's space without noticing it falls into the pit, taking 2d6 bludgeoning damage, halved on a successful DC 10 Dexterity saving throw.
Attempting to skirt around the pit using one of the ledges is simple.
I am assuming Nyli is taking the lead for the exploration and would be the first to encounter this trap. If Nyli is under 100 lbs. (including equipment), she can detect the trap automatically without falling in.
4. Tresendar Crypts
Three large stone sarcophagi stand within this dusty crypt, and in each sarcophagus lies a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate.
OOC:
You were warned about the skeletons in the crypts, so you know that they are actually undead guardians of this place. A successful DC 15 Intelligence ( Religion) check by Chase lets you all have a "surprise round."
I have "fast-forwarded" through this dungeon crawl. Combat has begun! I will need a specific check from each of you, and your first round of combat, in addition to whatever else you want to include in your posts.
Dunkin wanders through the manor house, and gazes at the water in the cistern. A strange glint catches his eye, and two hidden potion vials come to hand (Perception=22). He notes the musty scent of the crypt, and a strange sound.
”Did anyone hear that? Sounded like a scraping sound coming from those tombs!”
Nyli leads the way, using her stealth to go unnoticed. As she makes her way along the corridor she notices that the feel of the floor changes at one point, leading her to suspect a trap. Once she has examined it, she is able to warn the others. Aware of the true nature of the skeletons, she draws her sword and dagger and closes in on Skeleton A, giving the others room to maneuver.
Stealth 20. Investigation 18.
Once in position, she launches an attack. Shortsword 16 to hit, damage 12 (5+7 sneak attack). She follows up with her dagger 21 to hit, damage 1.
Skeleton A2/15Hp
Initiative 7
Rollback Post to RevisionRollBack
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
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"I'm sure that Chiro will have little difficulty entering the Sleeping Giant Inn undetected. However, in order to interpret observations more complex than a head count, I will need to remain nearby."
It is simple for Nyli to find the Redbrands. Indeed, they seem to grown more brazen by the day. The hard part is finding one that's alone. Should she observe the Sleeping Giant, she would notice that a covered wagon has been leaving and returning from the taphouse about twice an hour, ferrying something to or from the abandoned mansion west of town. It is impossible to see what is inside the wagon—all openings are sealed up tight with canvas sheets—but the same two red-cloaked humans ride in front each time: a driver and a guard carrying a light crossbow.
Eventually, a lone Redbrand shows himself. A halfling in a red cloak, carrying a half-empty beer stein, stumbles up to the collapsed cottage north of the Sleeping Giant. Anyone who approaches this house would be able to smell that the patrons of the Sleeping Giant often come here to relieve themselves when the outhouse is occupied.
A DC 9 Dexterity (Stealth) check allows Nyli (or anyone) to approach unnoticed.
Four human ruffians linger on the covered porch of the Sleeping Giant Tavern, perched on empty ale barrels or leaning against the wall. All the shutters on the first floor are closed, and the only obvious ways in are through the double-hinged half size saloon doors in the front or the kitchen door in the back, which has been propped open.
If Chiro enters, it would see:
However, a bat remaining unseen indoors with so many eyes around is not easy, even with Doldek's directing Chiro.
OOC:
If Chiro enters the Sleeping Giant, it will be spotted unless it makes a DC 10 Dexterity (Stealth) check. Alternatively, it can catch one of the first two points above without risk by staying outside. If it goes straight to the cellar, which is accessible from the empty kitchen and is totally dark at the moment, it will still need to make a check.
Please let me know if Chase and Dunkin want to do anything in particular. They can also potentially help with Doldek/Chiro's spying or Nyli's kidnapping.
Monsters:
Chase will stick with Nyli at a distance (60-70’) trying not to be obvious.
Wise as a serpent and sly as a fox.
Dunkin stealthily follows Nyli and Chase (Stealth=18). “Shall we grab that halfling in the loo? I can cast a spell to hold ‘em or we can do it the old fashioned way.” He grins, holding up a rope.
Whilst the halfling is occupied with relieving himself, Nyli closes in, daggers drawn. Unseen, she strikes swiftly and accurately causing serious damage to her target, unfortunately for her but luckily for the halfling he turns slightly and the second strike deflects off a buckle.
Stealth 20
Main attack: 17 to hit, dealing 4 damage plus sneak attack for another 11 damage.
Bonus attack : Crit 1 🙄
Without taking her eyes off the target she calls out to Chase who isn't as stealthy as he thinks "Feel free to join in". Perception 24 (nat 20) 😁
Redbrand A (Halfling) 1/16 HP
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Chase walks boldly towards the latrine a sadistic smile on his face, he casts zone of truth, “We’ve got several questions for you!”
Wise as a serpent and sly as a fox.
"You stabbed me!" The halfling ruffian squeals in pain. He looks from, you over to the Sleeping Giant, then back. He seems to recognize Nyli. "You, you'll pay for this! You think you're tough now that you've hired some muscle? Well there's still more of us. There's over a hu—" The halfling stops speaking abruptly. "A hun—" He turns to Chase. "Release me from this curse! Do it now, or else my friends will—" Cut off again by Chase's Zone of Truth, the halfling stops speaking and just looks at you all with a combination of anger and fear.
Some basic questioning will reveal:
If you make a DC 10 Charisma (Intimidation or Persuasion) check, Willers will answer any other questions you ask.
Monsters:
Willers (Redbrand Ruffian—Halfling) 1/16 HP: DC 13 Charisma save vs. Zone of Truth --> 2 (fail)
Nyli casually wipes her daggers clean, stows one, takes out a stone and starts sharpening the other, not even looking at the halfling.
"You think he's my muscle?" the stone continues to stroke along the blade. "Really?" stroke "You think I need muscle?" stroke "Have you seen yourself?"
"Personally" stroke "if I was you" stroke "I'd use what little time I had left to be helpful" stroke "and hope that it may get me some healing." She looks at him and smiles "but, you do you."
She looks at Chase "He's all yours." She pauses "well, what's left of him."
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Chase wants numbers and routines and plans (just looking for an upper hand when infiltrating the manor house.
Charisma 20
Wise as a serpent and sly as a fox.
Impressed by Nyli’s approach, and knowing Chase will get what he wants, Dunkin thinks to ask what they’re transporting in the wagons and for whom.
Charisma 5 (oof!)
Blood drips down Willers's back and pools on the dirt floor of the ruined house. Willers awkwardly covers the wound with one of his hands. "I s'pose you're right, gnome. You did get me pretty good—when you sneaked up on me."
"I've got twelve sworn brothers and sisters ready to destroy you guys and anyone else who gets in our way. There's also three big bugbears and their goblin friend/servant/thing. They're super strong and will definitely save me I hope. And there's the boss, Glasstaff. He's a genius wizard who made us Redbrands who we are today." He doesn't say exactly what he thinks the Redbrands are today, but instead gives you a prideful smirk.
Willers tells you that the personnel he just mentioned are in the Sleeping Giant taphouse at the moment. The only ones in the manor are the "eye monster" and three skeletons left to guard some prisoners, three human women and a female dwarf. Finally, he tells you the Redbrands' plans:
"The boss finally gave us the order: We're going to burn this podunk town to the ground and take whatever's left for ourselves. We're supposed to round up the survivors to make 'em work in some mine the boss invested in. Oh, except one: we're not supposed to touch Thornton or her office."
Maybe it's because he's being addressed by another halfling, but Willers seems even less threatened by Dunkin than by Chase or Nyli. "It's our wagon, so it's our stuff, duh!" he says flippantly.
OOC:
A DC 5 Wisdom (Insight) check reveals minor evasiveness by Willers when he mentions the wagon. You know he's telling the truth, but there's something he's not saying.
If one of you makes this wisdom check successfully, Dunkin can attempt the Charisma (Intimidation or Persuasion) check again to learn the full truth.
Chase wisdom (insight) check 6
Wise as a serpent and sly as a fox.
Nyli stays quiet, just slowly sharpening her blade and giving the evil eye to Willers.
Insight 3 🙄
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Dunkin decides to take a different tack (Persuasion=8). “Say, Willers. Us halflings have to stick together, right? I heard the last group leave. Don’t you know what they’ve been sayin’ about you? If I were you I’d let us help you. What’s in the wagon?”
As he waits for the Redbrand to reply, Dunkin whispers to Chase and Nyli. “Inn or manor house? I’m voting for the inn first.”
OOC:
Sorry for my delay. Life!
Sounded like they are holding captives at the manor.
Wise as a serpent and sly as a fox.
"The manor sounds less well guarded, although I'm not sure about the 'eye monster'. Some sort of beholder maybe?"
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue
Willers
Willers steadfastly refuses to tell you all what was in the wagon, but he does let slip that whatever it was, it ended up in the Sleeping Giant Taphouse.
You leave Willers tied up (or dead) in the makeshift outhouse and head for the Tresendar Manor on the hill west of town. There is no sign of the Redbrand gang's wagon.
Tresendar Manor
1. Cellar
Your initial exploration of the manor grounds finds it deserted, but with plenty of tracks leading to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands an unlocked door with a cellar beyond. The door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps descending to the floor in two short flights. Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels.
A DC 15 Wisdom (Perception) check from Dunkin reveals:
Under the water in the cistern is a waterproof sack with a Potion of Healing and a Potion of Invisibility.
2. Barracks
The next room appears to be a storeroom pressed into service as living quarters. Two double bunks stand against the wall near the door, while barrels and crates fill the southern half of the chamber.
3. Trapped Hall
Thick dust covers the flagstones of this somber hallway. The walls are decorated with faux columns every ten feet, and the double doors at the west end of the hall are sheathed in copper plate, now green with age. A relief carving of a mournful angel graces the doors.
A DC 15 Wisdom (Perception) check by Nyli reveals:
A covered pit blocks nearly the entire hallway, with only narrow ledges on the north and south sides. The pit is 20 ft. deep. Any creature weighing over 100 lbs. who enters the pit's space without noticing it falls into the pit, taking 2d6 bludgeoning damage, halved on a successful DC 10 Dexterity saving throw.
Attempting to skirt around the pit using one of the ledges is simple.
I am assuming Nyli is taking the lead for the exploration and would be the first to encounter this trap. If Nyli is under 100 lbs. (including equipment), she can detect the trap automatically without falling in.
4. Tresendar Crypts
Three large stone sarcophagi stand within this dusty crypt, and in each sarcophagus lies a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished copper plate.
OOC:
You were warned about the skeletons in the crypts, so you know that they are actually undead guardians of this place. A successful DC 15 Intelligence ( Religion) check by Chase lets you all have a "surprise round."
I have "fast-forwarded" through this dungeon crawl. Combat has begun! I will need a specific check from each of you, and your first round of combat, in addition to whatever else you want to include in your posts.
Monsters:
Map:
Religion 14 (with guidance).
initiative 4
Chase casts a 2nd level heroism on Nyli and Dunkin. 3 temp hp
Wise as a serpent and sly as a fox.
Dunkin wanders through the manor house, and gazes at the water in the cistern. A strange glint catches his eye, and two hidden potion vials come to hand (Perception=22). He notes the musty scent of the crypt, and a strange sound.
”Did anyone hear that? Sounded like a scraping sound coming from those tombs!”
OOC:
Initiative=18
OOC: Nyli travels light, so less than 100 lb.
Nyli leads the way, using her stealth to go unnoticed. As she makes her way along the corridor she notices that the feel of the floor changes at one point, leading her to suspect a trap. Once she has examined it, she is able to warn the others. Aware of the true nature of the skeletons, she draws her sword and dagger and closes in on Skeleton A, giving the others room to maneuver.
Stealth 20. Investigation 18.
Once in position, she launches an attack. Shortsword 16 to hit, damage 12 (5+7 sneak attack). She follows up with her dagger 21 to hit, damage 1.
Skeleton A 2/15 Hp
Initiative 7
Nyli Bemblade - Gnome Arcane Trickster
Portia Thornleaf - Halfling Rogue