Utar weighs the kobolds words and considers CRAP's position. Jerella needs to be neutralised, the Grey Patriots dealt with and a decent defence against Narle Shieldbiter and his orcish horde needs to be rallied.
"Let's leave this one and get on with the next job. We were already on the clock and apparently, we're another one we had no idea about!"
Doozey sighs, sensing his hint went right over Utar's head. So in an effort to salvage things, he turned to look in Sharrak's general direction. "Now don't you worry you pretty little heads there, Sharrak. We'll overlook you trying to set us up to get caught out by your Orc friend, as I'm sure you're under a great deal of stress right now. So much so that, ya know what? I think Biscuit here can help you out with that." He assured.
He doesn't give Sharrak a lot of time to further question the meaning behind the words before with a curt few words in Sylvan, Biscuit presented Sharrak with an almost playful smile before pouncing on him hard enough to knock him back out again. With that matter hopefully settled, Doozey looked to where he last sensed Sirge and says, "There we have it. I'd skeedaddle with that kobold there quick. We'd join ya, but sounds like we got a bit of chaos to stoke and take advantage of 'fore things /really/ kick off."
You have spent enough time with Sharrak to expect his next words to be accompanied by mocking laughter, but the two-headed kobold has apparently ran dry of whatever fuels that preferred reaction. "You have no time," he says in response to Utar's comment while looking straight down into the ground. "Narle's warband has been waiting on the sidelines; they are closer that you think." Sharrak's other head moves more frantically now, first looking for, and then frightfully starring at, Raist.
There is no verbal response to Doozey's words from the ungagged head. It looks like it has already realized that he is not gaining his freedom. On the other end of the spectrum, the gagged one screams into the rope on his mouth as Biscuit pounces.
Sirge stands back up (from being on his knees rummaging through Sharrak's pockets for additonal loot): "Yes, thank you. I was about to interject and remind you of my mission, but it seems you had not forgotten after all." Sirge puts his sinewy strength to good use and fireman-carries the now unconscious winged kobold. "I'll be backtracking the way we came. It is good to know that the large creature near the western tunnel exit is nothing but a scarecrow of sorts. I hope I am swift enough to leave before the warband arrives." He adjusts Sharrak's weight once more and wishes CRAP farewell. "It looks like Sharrak had claimed some of my belongings as his own. I am happy top pass them to you as a thank you for your help. Here." He places three assorted articles onto CRAPers' hands and refuses to take them back if offered. These items are a fine whalebone comb (20gp), a bronze torc (50gp), and a silver ring engraved with dueling mermen (30gp). "The only other valuables I carried were my weapons and a bronze helmet set with a fan of peacock feathers. You may not have use for the former, but should you find the latter, I invite you to keep the helmet as part of my gifts to you." He clears his throat. "Now I must truly leave. Farewell, new friend."
Unless stopped for some additional final words, Sirge departs.
"Whoa, whoa, whoa. Ain't no need fer all that now." Doozey said while waving his hands in a sort of warding gesture to where he heard Sirge's voice. Biscuit backed up as well as if to mirror the halfling's sentiments, pulling the halfling away in the process. "If we find it, could be week the helmet as gift enough. But if not, we'll see 'bout returning it to ya once we're back. So see ya later fer now, and may Big Mama Yondalla see ya safely home." Said Doozey with a crooked grin and a small wave.
Afterwards, he tries to look in the direction of the party once more, but in finding himself growing increasingly frustrated at seeing but darkness, closes his eyes altogether. "So, we're gonna need to act pretty quick here, so I say while Sebastian's bird gets the aerial view, we at least make our way past where we saw our kobold friend. That way if a window opens up to either light the beacon or slip down, 'cause I bet one of the cave entrances ain't far from here, I say we at least position ourselves to be able to take it lickity split."Doozey suggested while mounting up on Biscuit once more in anticipation of the group's next move.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
Sebastian seems ready to go on his next scouting mission. The familiar waits to see in what direction his master will direct him.
Sirge insists that CRAP take his gifts, if only as an excuse to see you all again once back in Phlan. He reminds you that he reports to Olisara Lightsong, who you know as the Harper agent/officer who acts as the chief advisor to Lady Dala Silmerhelve, the leader of House Silmerhelve and close associate of the late Lord Valero Brookengulf (of House Brokengulf).
Sebastian braves the fog, leading the rest of CRAP through the low visibility area and then out of the cave entrance. At first, the rising fog makes it hard to situate yourselves even when outside, but your sense of direction and earlier recon ensure this little state of misdirection is only temporary. You soon realize you are once again on an elevated ledge, this time on the east side of King's Pyre. You are several dozen feet above the next level down. Sebastian flies even higher than that to claim a bird's eye view of the area.
Looking west, you see the enormous silhouette of the king's seating statue. As broken as it may be, it is still quite the massive achievement of humanoid artistry and engineering. In between you and the statue, one of the large water falls continues to incessantly crash onto the lower level. Close to this "crash site," beyond a large boulder separating the water from a grassy area, you see the second camp formed for the occasion. You can only presume that this is the Gray Patriots' camp. Tents surround a large campfire, showing right away that this camp site is better organized and thought-out than that of the kobolds. One tent was erected a few paces off, as if its owner intentionally desired some privacy.
Behind you, next to the cave entrance you just used, there is a second, smaller cave entrance.
There may be more details to be gleamed even at this distance, but the fog makes it hard to discern them promptly. (OOC: Feel free to roll perception or survival.)
If moreso out of curiosity than anything else, Doozey and Biscuit made their way over to the smaller cave nearby, leaving the others to handle extera reconnassiance. In the meantime, they'd have them selves a good sniffing and straining of the ears to try and see if they could discover anything of note about anything beyond it.
-Doozey [skills]Perception[/skills]: 34. (adv. from Heightened senses) -Biscuit [skills]Perception[/skills]: 10.
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
@Raist: A circle of tents is pitched near the cliff edge, partially hidden behind rocks and scrub brush. Half a dozen gray-cloaked outlaws mill around the camp, sharpening swords, checking supplies, or practicing archery on straw targets. A muscled woman paces restlessly through the camp, her eyes locked on the statue to the west. As she walks, she angrily swishes an axe back and forth. To the northeast of the main camp, a lone tent can be glimpsed through the fog. Outside this military tent, a seven-foot tall brute stands vigil.
@Doozey: The cave is quite shallow relative to the others you have explored in this cliffside. Because of it, this cave feels better illuminated by sunlight than the others. Nonetheless, the fog still enters it and a bend on its shape helps form a darker corner. It it, you smell and then see a pile of humanoid remains. It seems you found the discard pile for those who die in the premises.
@Neya: Your eyes are drawn to a gigantic silverbark tree near the foot of the cliff and near the main Gray Patriot camp. This tree is similar to and as tall as other trees located up above the cliff in the wooded area CRAP used to hide their approach. However, because it is the only tree of its kind next to the Gray Patriots' camp, it calls your attention. The tree is almost as high as the ledge you stand on. This tree is located between the camp and the statue. A length of silk rope is fastened to the silverbark tree near the foot of the cliff. The rope stretches all the way to the statue’s shoulder, roughly sixty feet west and forty feet above. The fog prevents you from discerning additional details around the statue itself.
Doozey scrunched up his face at the sight, before backing away to rejoin the others. "The other camps are too close for comfort, and any commotion we cause try'na take down that big guy is liable to get that antsy one with the axe and her fellows headed are way quick. So here's the play. If one of ya can light whatever pitch or wood scraps might be in that statue's cup, coaxing them 'bolds to attack 'fore the orcs on their way can, could be we'll have a solid enough distraction. Then all we'd need do is jump from here using Raist little trick to get down safely, and deal with whoever or whatever we need."
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
As the group shares the information they have gathered, a couple of different plans begin to form. Neya suggests approaching the lone strong-man near the isolated tent, but Doozey favors setting up a large distraction before taking any other step, which could still be focusing on the isolated tent. Before a decision is made, Raist sends Sebastian to collect more info after the bird comes close enough.
CRAP waits patiently for a couple of minutes before the bird can get on with his mission. Sebatian lands inside the cup and flies back out a few seconds later carrying something on his beak. Suddenly, an arrow or two seem to be directed at the raven at this point. Perhaps he was seen as a threat, or perhaps the anxious Gray Patriots saw an opportunity for target practice. One arrow comes from below the bird's mid-air position, the other from above.
This post has potentially manipulated dice roll results.
DM's Screen:
25 (25)
The arrow from above plucks Sebastian from the air., leaving the arrow from below to fly far out with no target to pursue. Sebastian's body begins to fall but there is no final thud against the ground. The familiar is suddenly forced out of its magical existence, disappearing mid-air. This sends the Gray Patriots into high alert, and they begin to look around for intruders. While most of them are down below at the camp, it is clear that at least one outlaw is at a higher elevation.
The outlaws begin to shout and fan out. Eyes converge on a high ledge to CRAP's west. An outlaw emerges from the bushes and points at your location. He has spotted you.
Utar weighs the kobolds words and considers CRAP's position. Jerella needs to be neutralised, the Grey Patriots dealt with and a decent defence against Narle Shieldbiter and his orcish horde needs to be rallied.
"Let's leave this one and get on with the next job. We were already on the clock and apparently, we're another one we had no idea about!"
Doozey sighs, sensing his hint went right over Utar's head. So in an effort to salvage things, he turned to look in Sharrak's general direction. "Now don't you worry you pretty little heads there, Sharrak. We'll overlook you trying to set us up to get caught out by your Orc friend, as I'm sure you're under a great deal of stress right now. So much so that, ya know what? I think Biscuit here can help you out with that." He assured.
He doesn't give Sharrak a lot of time to further question the meaning behind the words before with a curt few words in Sylvan, Biscuit presented Sharrak with an almost playful smile before pouncing on him hard enough to knock him back out again. With that matter hopefully settled, Doozey looked to where he last sensed Sirge and says, "There we have it. I'd skeedaddle with that kobold there quick. We'd join ya, but sounds like we got a bit of chaos to stoke and take advantage of 'fore things /really/ kick off."
When you realize you're doing too much: Signature.
You have spent enough time with Sharrak to expect his next words to be accompanied by mocking laughter, but the two-headed kobold has apparently ran dry of whatever fuels that preferred reaction. "You have no time," he says in response to Utar's comment while looking straight down into the ground. "Narle's warband has been waiting on the sidelines; they are closer that you think." Sharrak's other head moves more frantically now, first looking for, and then frightfully starring at, Raist.
There is no verbal response to Doozey's words from the ungagged head. It looks like it has already realized that he is not gaining his freedom. On the other end of the spectrum, the gagged one screams into the rope on his mouth as Biscuit pounces.
Sirge stands back up (from being on his knees rummaging through Sharrak's pockets for additonal loot): "Yes, thank you. I was about to interject and remind you of my mission, but it seems you had not forgotten after all." Sirge puts his sinewy strength to good use and fireman-carries the now unconscious winged kobold. "I'll be backtracking the way we came. It is good to know that the large creature near the western tunnel exit is nothing but a scarecrow of sorts. I hope I am swift enough to leave before the warband arrives." He adjusts Sharrak's weight once more and wishes CRAP farewell. "It looks like Sharrak had claimed some of my belongings as his own. I am happy top pass them to you as a thank you for your help. Here." He places three assorted articles onto CRAPers' hands and refuses to take them back if offered. These items are a fine whalebone comb (20gp), a bronze torc (50gp), and a silver ring engraved with dueling mermen (30gp). "The only other valuables I carried were my weapons and a bronze helmet set with a fan of peacock feathers. You may not have use for the former, but should you find the latter, I invite you to keep the helmet as part of my gifts to you." He clears his throat. "Now I must truly leave. Farewell, new friend."
Unless stopped for some additional final words, Sirge departs.
(OOC: What is the next move?)
"Sebastian. Care for a little scout? There's a good man,<wheeze> get a good roundabout view. " with that he sends the raven towards a cave entrance
Laissez les bons temps rouler
"Whoa, whoa, whoa. Ain't no need fer all that now." Doozey said while waving his hands in a sort of warding gesture to where he heard Sirge's voice. Biscuit backed up as well as if to mirror the halfling's sentiments, pulling the halfling away in the process. "If we find it, could be week the helmet as gift enough. But if not, we'll see 'bout returning it to ya once we're back. So see ya later fer now, and may Big Mama Yondalla see ya safely home." Said Doozey with a crooked grin and a small wave.
Afterwards, he tries to look in the direction of the party once more, but in finding himself growing increasingly frustrated at seeing but darkness, closes his eyes altogether. "So, we're gonna need to act pretty quick here, so I say while Sebastian's bird gets the aerial view, we at least make our way past where we saw our kobold friend. That way if a window opens up to either light the beacon or slip down, 'cause I bet one of the cave entrances ain't far from here, I say we at least position ourselves to be able to take it lickity split." Doozey suggested while mounting up on Biscuit once more in anticipation of the group's next move.
When you realize you're doing too much: Signature.
Sebastian seems ready to go on his next scouting mission. The familiar waits to see in what direction his master will direct him.
Sirge insists that CRAP take his gifts, if only as an excuse to see you all again once back in Phlan. He reminds you that he reports to Olisara Lightsong, who you know as the Harper agent/officer who acts as the chief advisor to Lady Dala Silmerhelve, the leader of House Silmerhelve and close associate of the late Lord Valero Brookengulf (of House Brokengulf).
Utar readies himself and his weapons. "Lets get moving. We're already on the clock and we've a meeting of outlaws to disrupt."
<wheeze> "ready as I'm going to be" as he directs Sebastian out the fog entrance
Laissez les bons temps rouler
Sebastian braves the fog, leading the rest of CRAP through the low visibility area and then out of the cave entrance. At first, the rising fog makes it hard to situate yourselves even when outside, but your sense of direction and earlier recon ensure this little state of misdirection is only temporary. You soon realize you are once again on an elevated ledge, this time on the east side of King's Pyre. You are several dozen feet above the next level down. Sebastian flies even higher than that to claim a bird's eye view of the area.
Looking west, you see the enormous silhouette of the king's seating statue. As broken as it may be, it is still quite the massive achievement of humanoid artistry and engineering. In between you and the statue, one of the large water falls continues to incessantly crash onto the lower level. Close to this "crash site," beyond a large boulder separating the water from a grassy area, you see the second camp formed for the occasion. You can only presume that this is the Gray Patriots' camp. Tents surround a large campfire, showing right away that this camp site is better organized and thought-out than that of the kobolds. One tent was erected a few paces off, as if its owner intentionally desired some privacy.
Behind you, next to the cave entrance you just used, there is a second, smaller cave entrance.
There may be more details to be gleamed even at this distance, but the fog makes it hard to discern them promptly. (OOC: Feel free to roll perception or survival.)
Perception: 22
Laissez les bons temps rouler
If moreso out of curiosity than anything else, Doozey and Biscuit made their way over to the smaller cave nearby, leaving the others to handle extera reconnassiance. In the meantime, they'd have them selves a good sniffing and straining of the ears to try and see if they could discover anything of note about anything beyond it.
-Doozey [skills]Perception[/skills]: 34. (adv. from Heightened senses)
-Biscuit [skills]Perception[/skills]: 10.
When you realize you're doing too much: Signature.
Neya tries to find a good place to look at the area around the statue.
Perception: 8
Extended Signature
@Raist: A circle of tents is pitched near the cliff edge, partially hidden behind rocks and scrub brush. Half a dozen gray-cloaked outlaws mill around the camp, sharpening swords, checking supplies, or practicing archery on straw targets. A muscled woman paces restlessly through the camp, her eyes locked on the statue to the west. As she walks, she angrily swishes an axe back and forth. To the northeast of the main camp, a lone tent can be glimpsed through the fog. Outside this military tent, a seven-foot tall brute stands vigil.
@Doozey: The cave is quite shallow relative to the others you have explored in this cliffside. Because of it, this cave feels better illuminated by sunlight than the others. Nonetheless, the fog still enters it and a bend on its shape helps form a darker corner. It it, you smell and then see a pile of humanoid remains. It seems you found the discard pile for those who die in the premises.
@Neya: Your eyes are drawn to a gigantic silverbark tree near the foot of the cliff and near the main Gray Patriot camp. This tree is similar to and as tall as other trees located up above the cliff in the wooded area CRAP used to hide their approach. However, because it is the only tree of its kind next to the Gray Patriots' camp, it calls your attention. The tree is almost as high as the ledge you stand on. This tree is located between the camp and the statue. A length of silk rope is fastened to the silverbark tree near the foot of the cliff. The rope stretches all the way to the statue’s shoulder, roughly sixty feet west and forty feet above. The fog prevents you from discerning additional details around the statue itself.
Raist softly passes on what he observes. Especially the brute and the are woman
Laissez les bons temps rouler
"It seems we should try and get to that lone tent. If there's a guard stationed there, it must be of some import."
Extended Signature
Doozey scrunched up his face at the sight, before backing away to rejoin the others. "The other camps are too close for comfort, and any commotion we cause try'na take down that big guy is liable to get that antsy one with the axe and her fellows headed are way quick. So here's the play. If one of ya can light whatever pitch or wood scraps might be in that statue's cup, coaxing them 'bolds to attack 'fore the orcs on their way can, could be we'll have a solid enough distraction. Then all we'd need do is jump from here using Raist little trick to get down safely, and deal with whoever or whatever we need."
When you realize you're doing too much: Signature.
When Sebastian gets back within range raist sends him to check out the kings cup
Laissez les bons temps rouler
As the group shares the information they have gathered, a couple of different plans begin to form. Neya suggests approaching the lone strong-man near the isolated tent, but Doozey favors setting up a large distraction before taking any other step, which could still be focusing on the isolated tent. Before a decision is made, Raist sends Sebastian to collect more info after the bird comes close enough.
CRAP waits patiently for a couple of minutes before the bird can get on with his mission. Sebatian lands inside the cup and flies back out a few seconds later carrying something on his beak. Suddenly, an arrow or two seem to be directed at the raven at this point. Perhaps he was seen as a threat, or perhaps the anxious Gray Patriots saw an opportunity for target practice. One arrow comes from below the bird's mid-air position, the other from above.
-> Arrow from below vs. Sebastian: Attack: 14 Damage: 8
-> Arrow from above vs. Sebastian: Attack: 18 Damage: 20
DM's Screen:
25 (25)
The arrow from above plucks Sebastian from the air., leaving the arrow from below to fly far out with no target to pursue. Sebastian's body begins to fall but there is no final thud against the ground. The familiar is suddenly forced out of its magical existence, disappearing mid-air. This sends the Gray Patriots into high alert, and they begin to look around for intruders. While most of them are down below at the camp, it is clear that at least one outlaw is at a higher elevation.
The outlaws begin to shout and fan out. Eyes converge on a high ledge to CRAP's west. An outlaw emerges from the bushes and points at your location. He has spotted you.
ROLL FOR INITIATIVE!
"Well, shit" Raist hands begin moving of their own accord starting a spell
Initiative: 7
Laissez les bons temps rouler