(OOC @MoistBooks: no need to roll, your RP was top notch).
Diligently looking through the Spy's three belt pouches, Utar finds them to be quite heavy despite their small dimensions, showing the elf has been effective in her recent dealings (there is in total 40gp within the three pouches). Three sets of spears and shields now sit on a pile in the middle of the barn, along with a shortsword, a crossbow, hand loaded with a bolt, and a case, crossbow bolt containing another 9 crossbow bolts within. There seems to be nothing else of value on the Spy or the two Guards.
A few moments pass while the group finishes setting up the planned robbery scene. They are interrupted by the loud swing of the barn's main door and the limp body of the runaway Guard being thrown in their direction, bloody and beaten (this Guard is obviously dead, no medicine check needed).
"Now, now..." says a booming voice coming from the darkness outside. "I'd congratulate you on a job well done, but it looks like I had to clean up after you lot." the obscured humanoid jests, laughing menacingly before entering the building. A tough-looking half-orc male brandishing a mace appears in the doorway of the barn. “The toll for passage out of this barn is that egg. I’m sure you will hand it over peacefully so I don’t have to take your lives instead.” He wears an intricate but worn piece of leather armor on his torso, and a shoulder cape being held in place by the straps that support a crossbow, heavy on the intruder's back. The half-orc is visibly missing his left ear (anyone who'd say their character has been hanging around either the Kettle or the city of Phlan for more than a few days can attempt a history check if they want).
The egg is currently being held by Drazzim, with Cato very close to him, still looking at the egg.
This post has potentially manipulated dice roll results.
Utar furrows his brow and stares stares hard at the half orc, trying to recollect anything he might have heard of one with a missing ear over the last few days.
Skill check - History 13
Growling out in Orcish, Utar feels his hand reach for the haft of his warhammer. "There's five of us, standing over three bodies. Are you in any position to make demands one-ear?"
(Those of you who succeeded the DC 10 history check may read below. If your character would relay this information out loud, then all are welcome to read up).
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 Reagent 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 Reagent’s crusade to eradicate the guild, the Welcomers have become masters at escaping scrutiny.
This post has potentially manipulated dice roll results.
History check: 25
Cato gestures to the bodies and says. "Clearly we are pretty good at getting what we want. Under no circumstances will we surrender the egg. Therefore, you are cordially invited to leave."
@Drazzim: "Greeskin? Are you talking to me or your companion over there?" he amuses himself, pointing at Utar. "You don't scare me dwarf!"
@Orla: "And you, beating people to an inch of their life and taking their belongings... Are we so different?"he asks, giving off a hint of pride on theway he turns his adversaries' words back at them.
@Utar, in Orcish:
"What makes you so sure that you have an advantage in numbers here, my kin," his smirk getting wider.
The half-orc whistles once. From the darkness behind him, two male dwarfs and a baby-faced human teenager slowly surround the orc while maintaining eye contact with Drazzim, Orla, and Utar, respectively. Each proudly displays a mangled clump of scar-tissue where their right ears once were.
@Cato: Now looking at the scholar in the group, the half-orc barks, somewhat losing his poise: "We'll pry the egg from your cold hands, you fools!"
Cato's persuasion check: One of the dwarf bandits breaks eye contact with Orla, quickly turning his neck towards Cato's elegant threat. He is clearly the smallest of the bunch and Cato's confidence in his own words suddenly seem to bring the dwarfs insecurities to the surface. His serious face loses its tightness, and with a few quick steps he runs back out towards the darkness of the abandoned fields. He has lost his will to fight.
(As for lights, from a previous post: "A few lanterns sit atop wooden crates or barrels that have been left to rot." To be more exact, there are 5 lanterns throughout, all lit. There is enough light in here that the entire barn can be considered to be brightly lit. Outside he barn however, it is very dark).
This post has potentially manipulated dice roll results.
The half-orc then whistles twice. From the hay loft above two figures pop out of hiding and drop net traps through holes on the loft's floor.
(Both Drazzim and Orla need to make DC 10 DEX saving throws. If your passive perception is lower than these Bandits' stealth check, please roll with disadvantage to simulate you being somewhat surprised by the carefully laid out trap. On a fail, you begin combat with the restrained condition).
(Behold my crappy sketch. Note: there are medium-sized cracks and gaps in the floor of the loft. That is how the Bandits over there dropped their net traps on some of the PCs, or at least attempted to. You can also shoot up through these cracks, but Bandits over there would have 3/4 cover).
This post has potentially manipulated dice roll results.
Thug's WIS saving throw: 1 (he takes 4 psychic damage).
"Argh... Heard about you and your honeyed words" he says as his facial expression hints at revenge. In one smooth movement, the half-orc puts his mace through the loop in his belt with his right hand, and swings the crossbow, heavy's straps with his left. Catching the weapon in both hands, he lets loose a pre-loaded bolt, aiming at Orla (with disadvantage because of Vicious Mockery).
Crossbow, heavy (ranged weapon attack) vs. Orla: Attack: 10 Damage: 6
This post has potentially manipulated dice roll results.
Still catching her breath from the last battle, and caught in shock and awe at the sight of the dead body, Charlotte's face grows absolutely red when she feels like another fight is about to ensue.
"That's it! I've had enough!"
She proceeds to get a hold of her Yew branch and points it at the Thug, casting the Sleep spell, affecting Bandit 1 and 2 along the process.
Sleep spell roll: 29
(OOC: I don't know how to make the Sleep spell refer to the D&D Beyond database!)
As the two bandits get ready to charge their opponents, their eyes roll back and they fall asleep before they can move. (Bandit #1 and Bandit #2 are both prone after falling asleep).
(The half-orc Thug does not seem to be affected, but he is visually getting more frustrated).
This post has potentially manipulated dice roll results.
Drazzim looks to the thug, shifting the weight of the egg into one of his arms. "Ye can have THIS instead." He chuckles as he draws his handaxe and hurls it towards the thug.
Handaxe vs. Half-Orc Thug:7 vs. AC. Hit:11 slashing damage.
(In case I need to do disadvantage because he's juggling the egg: 20)
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(OOC @MoistBooks: no need to roll, your RP was top notch).
Diligently looking through the Spy's three belt pouches, Utar finds them to be quite heavy despite their small dimensions, showing the elf has been effective in her recent dealings (there is in total 40gp within the three pouches). Three sets of spears and shields now sit on a pile in the middle of the barn, along with a shortsword, a crossbow, hand loaded with a bolt, and a case, crossbow bolt containing another 9 crossbow bolts within. There seems to be nothing else of value on the Spy or the two Guards.
A few moments pass while the group finishes setting up the planned robbery scene. They are interrupted by the loud swing of the barn's main door and the limp body of the runaway Guard being thrown in their direction, bloody and beaten (this Guard is obviously dead, no medicine check needed).
"Now, now..." says a booming voice coming from the darkness outside. "I'd congratulate you on a job well done, but it looks like I had to clean up after you lot." the obscured humanoid jests, laughing menacingly before entering the building. A tough-looking half-orc male brandishing a mace appears in the doorway of the barn. “The toll for passage out of this barn is that egg. I’m sure you will hand it over peacefully so I don’t have to take your lives instead.” He wears an intricate but worn piece of leather armor on his torso, and a shoulder cape being held in place by the straps that support a crossbow, heavy on the intruder's back. The half-orc is visibly missing his left ear (anyone who'd say their character has been hanging around either the Kettle or the city of Phlan for more than a few days can attempt a history check if they want).
The egg is currently being held by Drazzim, with Cato very close to him, still looking at the egg.
"Hey, sodd off greenskin." Drazzim says. "Thish is ours, we found it first."
(May as well make the check. You never know)
History: 11
Orla looks shocked at the body of the last guard. "You'ah a muwdewah!"
Utar furrows his brow and stares stares hard at the half orc, trying to recollect anything he might have heard of one with a missing ear over the last few days.
Skill check - History 13
Growling out in Orcish, Utar feels his hand reach for the haft of his warhammer. "There's five of us, standing over three bodies. Are you in any position to make demands one-ear?"
(Those of you who succeeded the DC 10 history check may read below. If your character would relay this information out loud, then all are welcome to read up).
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 Reagent 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 Reagent’s crusade to eradicate the guild, the Welcomers have become masters at escaping scrutiny.
History check: 25
Cato gestures to the bodies and says. "Clearly we are pretty good at getting what we want. Under no circumstances will we surrender the egg. Therefore, you are cordially invited to leave."
Persuasion: 8
Is there a light source in the barn?
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
@Drazzim: "Greeskin? Are you talking to me or your companion over there?" he amuses himself, pointing at Utar. "You don't scare me dwarf!"
@Orla: "And you, beating people to an inch of their life and taking their belongings... Are we so different?" he asks, giving off a hint of pride on the way he turns his adversaries' words back at them.
@Utar, in Orcish:
"What makes you so sure that you have an advantage in numbers here, my kin," his smirk getting wider.
The half-orc whistles once. From the darkness behind him, two male dwarfs and a baby-faced human teenager slowly surround the orc while maintaining eye contact with Drazzim, Orla, and Utar, respectively. Each proudly displays a mangled clump of scar-tissue where their right ears once were.
@Cato: Now looking at the scholar in the group, the half-orc barks, somewhat losing his poise: "We'll pry the egg from your cold hands, you fools!"
Cato's persuasion check: One of the dwarf bandits breaks eye contact with Orla, quickly turning his neck towards Cato's elegant threat. He is clearly the smallest of the bunch and Cato's confidence in his own words suddenly seem to bring the dwarfs insecurities to the surface. His serious face loses its tightness, and with a few quick steps he runs back out towards the darkness of the abandoned fields. He has lost his will to fight.
(As for lights, from a previous post: "A few lanterns sit atop wooden crates or barrels that have been left to rot." To be more exact, there are 5 lanterns throughout, all lit. There is enough light in here that the entire barn can be considered to be brightly lit. Outside he barn however, it is very dark).
The half-orc then whistles twice. From the hay loft above two figures pop out of hiding and drop net traps through holes on the loft's floor.
(Both Drazzim and Orla need to make DC 10 DEX saving throws. If your passive perception is lower than these Bandits' stealth check, please roll with disadvantage to simulate you being somewhat surprised by the carefully laid out trap. On a fail, you begin combat with the restrained condition).
Bandits on the loft's stealth checks: 9
The double whistle was clearly the signal to attack. Everyone roll for initiative.
Enemies' initiatives:
Half-orc Thug: 3
Bandits on the ground floor: 6
Bandits on the loft: 11
Orla
Dex Save: 18
Initiative: 21
Utar
Initiative 8
Dexterity Saving Throw: 20
Initiative: 13
Cato's Initiative: 5
IRL: Dungeon Master--Adventures in the Cassitana Islands
PbP: Player--Esvaris Liadon, Wood Elf Monk 2/Cleric 2--Clerical Heirs: A Divine Mystery
Edit: So Initiative kinda looks like this so far:
Orla
Half-Orc Thug
Charlotte
Bandits on the ground floor
Drazzim
Utar
Cato
Bandits in the loft
Charlotte's initiative (autopilot): 18
thanks pokepaladdy
(Behold my crappy sketch. Note: there are medium-sized cracks and gaps in the floor of the loft. That is how the Bandits over there dropped their net traps on some of the PCs, or at least attempted to. You can also shoot up through these cracks, but Bandits over there would have 3/4 cover).
"You'we as swow as you awe ugwy." Orla says to the thug and casts Vicious Mockery on him.
DC 13 Wisdom save. Damage: 2 psychic damage.
Thug's WIS saving throw: 1 (he takes 4 psychic damage).
"Argh... Heard about you and your honeyed words" he says as his facial expression hints at revenge. In one smooth movement, the half-orc puts his mace through the loop in his belt with his right hand, and swings the crossbow, heavy's straps with his left. Catching the weapon in both hands, he lets loose a pre-loaded bolt, aiming at Orla (with disadvantage because of Vicious Mockery).
Crossbow, heavy (ranged weapon attack) vs. Orla: Attack: 10 Damage: 6
(OOC: Starting off with some terrible rolls...)
(Charlotte, you are up)
Still catching her breath from the last battle, and caught in shock and awe at the sight of the dead body, Charlotte's face grows absolutely red when she feels like another fight is about to ensue.
"That's it! I've had enough!"
She proceeds to get a hold of her Yew branch and points it at the Thug, casting the Sleep spell, affecting Bandit 1 and 2 along the process.
Sleep spell roll: 29
(OOC: I don't know how to make the Sleep spell refer to the D&D Beyond database!)
As the two bandits get ready to charge their opponents, their eyes roll back and they fall asleep before they can move. (Bandit #1 and Bandit #2 are both prone after falling asleep).
(The half-orc Thug does not seem to be affected, but he is visually getting more frustrated).
(Drazzim, Utar, Cato, you are up)
Drazzim looks to the thug, shifting the weight of the egg into one of his arms. "Ye can have THIS instead." He chuckles as he draws his handaxe and hurls it towards the thug.
Handaxe vs. Half-Orc Thug: 7 vs. AC. Hit: 11 slashing damage.
(In case I need to do disadvantage because he's juggling the egg: 20)