As Utar charges forward, he sees a flying handaxe reach the Thug first. The half-orc villain screams in pain, lowering his guard and giving his kin the perfect chance to strike twice in quick succession. He falls to the ground saying "The Welcomers will come for the egg even if I fail!", before losing his consciousness (he is now unconscious).
(Drazzim and Utar jointly deal 29 damage to the Thug. I'll assume non-lethal damage as this is what you've been doing so far, but let me know if this is not the case).
(At the mention of the words 'the Welcomers' you all recall the following information. Some of you had already put this info together earlier, with a previous successful history check)
Madame Freona herself will often complain about the Welcomers to her patrons. Remembering the many times she complained over the last few days, you can pull the following information from memory:
The Welcomers are the city’ of Phlan's thieves’ guild. They once preyed on visitors and well-to-dos but now lash out at the Black Fist (Phlan's city guards) and any others who might try to eradicate them. In previous years, the Welcomers were a band of simple thieves who preyed on the good fortune of those who visited Phlan. Because they frequently assisted in defending the city, they were allowed to exist openly, and the members identified themselves by cutting off their left ear. With the death of the Phlan's Lord Protector and the turmoil that has followed, the Lord Regent has declared open season on the Welcomers and his Black Fist hunts them mercilessly. Now the Welcomers act from the shadows and lash out against their oppressors and those who would deny them their due; guards or guildsmen alike.
Typical Welcomer: The Welcomers run a number of rackets, from protection, housebreaking, laundering and assassination. Because of this, their membership runs the gamut. Thugs, cutpurses, burglars and cold blooded murderers bear the title. And due to the Lord Regent’s crusade to eradicate the guild, the Welcomers have become masters at escaping scrutiny.
This post has potentially manipulated dice roll results.
Thinking quickly, Cato rushes to one of the barrels with lanterns on top. He picks up a lantern and walks to where he could lob it into the loft, and be seen by those in the loft. He says, "You in the loft! Your comrades have fallen without landing so much as a glancing blow upon us. Drop your weapons! Show us your hands in the next five seconds, or I will throw this lantern into the hay in the loft, and you can take your chances outrunning the resulting inferno!"
Intimidation:11
Use that roll as Deception if you would like (same modifier). Cato has no intention of actually throwing the lantern; too dangerous.
Their aim not as true as their street-smarts, the shots miss wildly. One hits the dead body of the guard the bandits killed. The other travels into the darkness outside.
Cato gulps and flushes a bit as his bluff is called. But he regains his composure in time to cast faerie fire in a 20ft cube containing the bandits in the loft. They need to make a DC 14 DEX save or be outlined in purple light, giving my friends with ranged attacks an advantage. Then he runs back beneath the loft to get some cover.
This post has potentially manipulated dice roll results.
Bandit #3 DEX saving throw: 9
Bandit #4 DEX saving throw: 18
Both Bandits now glow purple. The hay and wooden planks beneath their feet are also outlined in the mysterious glow. They seem uncertain and worried, not understanding what is happening to them.
Easily pinpointing the location of the bandits while aided by their now purplish silhouette, Charlotte grabs one of them with her chilly spectral hand. The bandit, standing at the edge of the loft, drops his weapon and attempts to pat the ghostly hand away from his torso. He loses his footing in the process, falling just a few feet away from Charlotte, who is left wondering if it was her spell or the fall that untimally caused the man to fall unconscious.
Bandit #4 does not have a chance to figure out an answer to that question either. As he reloads his crossbow, a spark of heavenly light catches his jerkin.
Bandit #4’s DEX saving throw: 3 (Since you didn’t roll for damage, I’ll take the liberty: 1 radiant damage).
(Drazzim, you are up. Bandit #4 is the only one still standing and he is up in the loft).
(OOC @pokepaladdy: apologies but it has now been over 24 hours since your last in-combat post. This means I’ll be autopiloting your character for this turn so we can keep things moving. Drazzim will perform a simple weapon attack this turn, moving the necessary distance to be within range of his target. It will be a handaxe attack with advantage due to Faerie Fire).
Drazzim’s second handaxe (ranged weapon attack) vs Bandit #4: Attack: 19 Damage: 5
The handaxe lands on its intended target but it is only a grazing blow. Bandit #4 is still up, bleeding from his left arm and sporting a slightly burned shoulder.
In his turn, the remaining bandit will rummage through his pockets for a handful of copper coins. Aiming at his sleeping companions, he tosses his week’s wages hoping it is enough to wake them up (this will count as two improvised ranged weapon attacks aiming at Bandits #1 and #2, but I’ll give him disadvantage on the roll to account for the unreliable travel path of the coins, and also because they are prone).
This post has potentially manipulated dice roll results.
Cato, still embarrassed by his idle threat without much else to do, lets his eyes wander over the room, looking for something to help himself and his new friends deal with this last opponent. His eyes fall upon a spear dropped by one of the seller's guards. "Ah ha!" he thinks to himself, remembering when he used to compete with his friends, throwing spears and javelins in his college days. Of course, it has been a few years. He picks up one spear in each hand, walks out to where he can see the bandit clearly, and throws one.
Attack: 11 damage: 6
That is a critical hit, so the damage actually comes to 9.
He doesn’t seem offended by the smart jab at his failed attempt to wake up his fellow Welcomers.
The thrown spear that catches him by surprise however, seems to be a lot more effective. The spear plunges through the man’s thigh who immediately goes into shock falling unconscious on the loft above.
(You are now out of initiative. The seller and her two guards are still undisturbed where you left them. The half-orc and one of the bandits are on the ground floor, with a second bandit on the loft. These six NPCs are all unconscious but alive. Two other bandits are asleep near the door of the barn for a few more moments. The only dead NPC is the third seller’s guard, who was thrown back into the barn by the thug as a ways of introducing himself).
(It was totally only 17 hours, but yeah I probably would've just done that. Sorry, was busy with IRL game today. Lasted a LONG time so just checking before bed. Drazzim's main priorities are to keep the goons away from the egg)
Cato climbs into the loft. He examines the fallen bandit. He gets a slight case of the shakes as he comes to terms with the experience. He will remove the spear and do what he can to bind the wound.
Medicine: 20
Then Cato walks back down to the ground floor. Remembering that he himself actually has a quill and some ink, he writes a note on a piece scrap of paper.
I sincerely regret that our simple meeting turned so rapidly to senseless violence. I can only thank the Gods that but a single member of your party perished in the encounter. I realize you have no reason to trust me, but I assure you that his death was not our doing. Nevertheless, here is your payment (let it not be said that I am a dishonest crook). May I humbly suggest that, in the future, you respect your buyers' right to appraise the merchandise as much as you wish your right to count your payment be respected. I hope we can both learn from this misadventure.
Yours in criminality, C
p.s. one of my comrades may have taken some of your things. Please consider this the cost of your poor decision, and in consideration of how this night may have ended for you, it will seem small in comparison.
Cato folds places the note inside the bag of "gems" and places it inside the seller's cloak.
"Well, that was fun. Shall we return to The Kettle?
Since all of that will take more than a few rounds, and since Cato doesn't know they sleeping bandits are asleep and will soon wake, feel free to interrupt these activities at any time, DM.
As Cato is writing his message, Orla will point to the half-orc thug and his buddies and ask her companions. "Soooo.... How did those thugs now of this meeting? I thought this was a secwet mission?"
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Utar charges towards the half orc, brandishing his warhammer in both hands. A guttural roar in his voice.
Utar swings twice (action and bonus action).
Attack 1 - Attack: 19 Damage: 5
Attack 2 - Attack: 12 Damage: 5
As Utar charges forward, he sees a flying handaxe reach the Thug first. The half-orc villain screams in pain, lowering his guard and giving his kin the perfect chance to strike twice in quick succession. He falls to the ground saying "The Welcomers will come for the egg even if I fail!", before losing his consciousness (he is now unconscious).
(Drazzim and Utar jointly deal 29 damage to the Thug. I'll assume non-lethal damage as this is what you've been doing so far, but let me know if this is not the case).
(At the mention of the words 'the Welcomers' you all recall the following information. Some of you had already put this info together earlier, with a previous successful history check)
(Cato, you're up)
Being below the loft, does Cato know there are people up there?
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
You saw nets being thrown and heard movement as they came out of hiding, so I’d say yes.
Thinking quickly, Cato rushes to one of the barrels with lanterns on top. He picks up a lantern and walks to where he could lob it into the loft, and be seen by those in the loft. He says, "You in the loft! Your comrades have fallen without landing so much as a glancing blow upon us. Drop your weapons! Show us your hands in the next five seconds, or I will throw this lantern into the hay in the loft, and you can take your chances outrunning the resulting inferno!"
Intimidation: 11
Use that roll as Deception if you would like (same modifier). Cato has no intention of actually throwing the lantern; too dangerous.
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
(Let's do a contested check on that one. Your deception roll above versus their insight).
Bandits on the loft's insight check: 5
The bandits take a minute, perhaps considering Cato's threat. Calling his bluff, they respond with a couple of crossbow bolts.
Bandit #3 crossbow, light (ranged weapon attack) vs. Cato: Attack: 14 Damage: 5
Bandit #4 crossbow, light (ranged weapon attack) vs. Cato: Attack: 17 Damage: 8
Their aim not as true as their street-smarts, the shots miss wildly. One hits the dead body of the guard the bandits killed. The other travels into the darkness outside.
(OOC: Double Nat1s!)
(Top of the Order. Orla is up).
"What was that?" Orla laughs at the two comically inept bandits. "I couwd aim bettah with my missing eye!"
She casts Vicious Mockery again. Bandit 3 needs to make a Wisdom save against DC 13, or take 4 psychic damage.
Bandit #3 WIS saving throw: 11
He seems deeply offended by that. He knows he’s a better shot when people are not looking...
Thug’s turn, but he is unconscious.
(Charlotte, you are up. Since the next bandits are both asleep, Drazzim, Utar, and Cato should also feel free to post).
Cato gulps and flushes a bit as his bluff is called. But he regains his composure in time to cast faerie fire in a 20ft cube containing the bandits in the loft. They need to make a DC 14 DEX save or be outlined in purple light, giving my friends with ranged attacks an advantage. Then he runs back beneath the loft to get some cover.
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Bandit #3 DEX saving throw: 9
Bandit #4 DEX saving throw: 18
Both Bandits now glow purple. The hay and wooden planks beneath their feet are also outlined in the mysterious glow. They seem uncertain and worried, not understanding what is happening to them.
Charlotte moves passed Cato, her face still cherry red, and attempts another Chill Touch spell, this time on Bandit #3.
"Have you ever felt the chill of he grave? You should've headed my friend's warning."
Attack: 22 Damage: 8
Standing over the fallen half orc, Utar places a hand on his amulet. Reciting the incantation, he casts sacred flame on bandit 4.
Bandit 4 must beat a DC12 dex check or take 1d8 radiant damage as Torm turns his righteousness towards him/her.
Easily pinpointing the location of the bandits while aided by their now purplish silhouette, Charlotte grabs one of them with her chilly spectral hand. The bandit, standing at the edge of the loft, drops his weapon and attempts to pat the ghostly hand away from his torso. He loses his footing in the process, falling just a few feet away from Charlotte, who is left wondering if it was her spell or the fall that untimally caused the man to fall unconscious.
Bandit #4 does not have a chance to figure out an answer to that question either. As he reloads his crossbow, a spark of heavenly light catches his jerkin.
Bandit #4’s DEX saving throw: 3 (Since you didn’t roll for damage, I’ll take the liberty: 1 radiant damage).
(Drazzim, you are up. Bandit #4 is the only one still standing and he is up in the loft).
(OOC @pokepaladdy: apologies but it has now been over 24 hours since your last in-combat post. This means I’ll be autopiloting your character for this turn so we can keep things moving. Drazzim will perform a simple weapon attack this turn, moving the necessary distance to be within range of his target. It will be a handaxe attack with advantage due to Faerie Fire).
Drazzim’s second handaxe (ranged weapon attack) vs Bandit #4: Attack: 19 Damage: 5
The handaxe lands on its intended target but it is only a grazing blow. Bandit #4 is still up, bleeding from his left arm and sporting a slightly burned shoulder.
In his turn, the remaining bandit will rummage through his pockets for a handful of copper coins. Aiming at his sleeping companions, he tosses his week’s wages hoping it is enough to wake them up (this will count as two improvised ranged weapon attacks aiming at Bandits #1 and #2, but I’ll give him disadvantage on the roll to account for the unreliable travel path of the coins, and also because they are prone).
Bandit #4 improvised ranged weapon attack vs. Bandit #1: Attack: 2 Damage: 4
Bandit #4 improvised ranged weapon attack vs. Bandit #2: Attack: 11 Damage: 4
The handful of coins scatter everywhere, most falling short of their intended targets and others bouncing off their armor harmlessly.
(Everyone is free to post now, since only Bandit #4 remains and he just took his turn)
Orla mocks the last bandit. "Wooks wike thwowing money at youah pwobwems doesn't awways make them go away."
Vicious Mockery Wisdom save DC13, damage:1
Cato, still embarrassed by his idle threat without much else to do, lets his eyes wander over the room, looking for something to help himself and his new friends deal with this last opponent. His eyes fall upon a spear dropped by one of the seller's guards. "Ah ha!" he thinks to himself, remembering when he used to compete with his friends, throwing spears and javelins in his college days. Of course, it has been a few years. He picks up one spear in each hand, walks out to where he can see the bandit clearly, and throws one.
Attack: 11 damage: 6
That is a critical hit, so the damage actually comes to 9.
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Bandit #4 WIS saving throw: 13.
He doesn’t seem offended by the smart jab at his failed attempt to wake up his fellow Welcomers.
The thrown spear that catches him by surprise however, seems to be a lot more effective. The spear plunges through the man’s thigh who immediately goes into shock falling unconscious on the loft above.
(You are now out of initiative. The seller and her two guards are still undisturbed where you left them. The half-orc and one of the bandits are on the ground floor, with a second bandit on the loft. These six NPCs are all unconscious but alive. Two other bandits are asleep near the door of the barn for a few more moments. The only dead NPC is the third seller’s guard, who was thrown back into the barn by the thug as a ways of introducing himself).
Up to you guys to decide what to do next.
(It was totally only 17 hours, but yeah I probably would've just done that. Sorry, was busy with IRL game today. Lasted a LONG time so just checking before bed. Drazzim's main priorities are to keep the goons away from the egg)
Cato climbs into the loft. He examines the fallen bandit. He gets a slight case of the shakes as he comes to terms with the experience. He will remove the spear and do what he can to bind the wound.
Medicine: 20
Then Cato walks back down to the ground floor. Remembering that he himself actually has a quill and some ink, he writes a note on a piece scrap of paper.
Cato folds places the note inside the bag of "gems" and places it inside the seller's cloak.
"Well, that was fun. Shall we return to The Kettle?
Since all of that will take more than a few rounds, and since Cato doesn't know they sleeping bandits are asleep and will soon wake, feel free to interrupt these activities at any time, DM.
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
As Cato is writing his message, Orla will point to the half-orc thug and his buddies and ask her companions. "Soooo.... How did those thugs now of this meeting? I thought this was a secwet mission?"