You make your way through the ramshackle housing of the Mud Caves, the people here all eying you suspiciously as you follow the trail left by the man. It eventually leads you between two houses and you see a path leading to a crack in the cliffs about 100ft away. As you head toward the cliff, a woman from one of the houses calls out a small window at you, "You lot will have to start paying rent soon! Can't just take up in the old Garlstone Mine and expect you won't have to cough up. Everyone pays their way in the Mud Caves, despite what most people think we actually take pride in our community. We do not abide squatters!" You can't quite see her but her tone is firm but fair.
"Ah, yes, how much is owed?" LANDMOP says cordially. "And which name do you have on your record so that we might make ours to match, and it was for cave lot 7 correct?" the warforged says as they pull out paper and pencil.
(I don't really want to make the charisma check if I can avoid it, so I'd like to count this as a help action to gather information)
The woman stops for a minute then snorts, "Your not fooling anyone clanker. You're either with that mob in there, or you're going in after them. Either way I don't really care, just don't make too much of a mess. And don't hurt that kid Anric, he does his best to keep the people around here well. Don't know why he's hanging out in the Mine with this lot."
Zoveldra catches up just in time to hear the exchange, Veldra stirring in quiet urgency at the mention of Anric’s name.
"Please do not call my ally derogatory terms,” she responds, “We are here to help Anric. If he is with dangerous people, we must act before he is harmed.” Without waiting for permission or further debate, she moves toward the mine entrance, muscles coiled, ready for whatever awaits inside.
((She's also bad at Charisma, but will give it a try.)) Persuasion: 8 -.-
Mome decides to join the conversation and try her hand with the woman. "Oh yes, deary, we are here to help Anric. We are friends of his father. You could do us a big favor - could you tell us who wants to harm Anric? We know he is doing good. We have seen some bad people with a distinct tattoo - a kraken in a storm. Are they behind the trouble?" She is flipping a gold coin into the air and catching it as she attempts to persuade the woman to part with some knowledge.
(This might be a good time to fill you in on a Homebrew rule I have about re-rolling ability checks. You can re-roll someone else's attempt at an ability check, such as Persuasion, ONLY if you have Proficiency in that check. I see that Mome has Proficiency so I'll count her success. I do this to preserve niche protection, where only people who are trained in a thing can try and turn someone else's fail into a success. And to stop those who are simply lucky enough to roll high on a particular check succeeding.)
The woman stops as Mome speaks, and the window opens slightly as you catch a glimpse of the woman inside. Her feline features feature yellow and black stripes across her furred face. She responds after a scoff, "The Kraken's Squall? Those brutes who think themselves swashbucklers down at the docks? Nah not them, they'll get what's coming to them eventually all on their own. The crew in the Garlstone Mine are cleverer, uglier, far more dangerous i think. I've seen three heading in and out of their, the skinny man with a cleft lip, the fat man in the strange robe, and the elegant lady with the long fingers. Anric went in there with them a couple days back, but I haven't seen him since. To be honest he looked kind of out of it, like he'd checked out or something. But people get that look after being here for any amount of time, it's hard to stay good spirited down here in Cliffside." A note of depression in her voice, "Just look out for the boy. Try to convince him to give up those fools in the Mine and get back to doing what's right. Maybe try to convince him it isn't all that bad, however you do that." She goes to close her window, clearly done with this conversation.
(Sort of. Except the player still needs to describe how they try to perform the skill, and it can be retried multiple times as long as everyone who tries has proficiency.)
Assuming you head into the Garlstone Mine, the cack in the cliff is 100ft away, the vegetation around the mine is somewhat discolored. You see that it is completely dark in the mine. Does anyone have a light source? And what will be your marching order? Do you travel as a group or does someone scout ahead?
"Huh, someone whose words don't need to be bought. I'm not certain how I feel about that," mutters Mome as she pockets the gold coin she had been prepared to give out. She thinks the Krakens Squall is an odd name for some pirates but will deal with them later. Now, it is time to find Anric who seems to have been taken by two men and a woman. All very odd. "I am happy to carry the lantern. I won't sneak up on anybody, but I can take a punch."
Zoveldra nods and hands Mome the lantern. "Then I will scout ahead," she says quietly, adjusting her stance as she prepares to slip into the shadows. Her blue eyes flicker with psionic focus, and she reaches out to Mome with Mind Link and enables Mind Link Response so the cleric can reply silently. "I will let you know what I find this way," she communicates telepathically, her mental voice as calm as her spoken one.
So just checking. Mome will hold the lantern, with LANDMOP behind her, and Zoveldra will scout ahead. How far? I've had scouts go 30ft ahead so they can Disengage and run back if needed, and others go as far as 60ft is they can Disengage and Dash on the same turn. With the Everbright Lantern providing light as far as 120ft away, I suppose you may go further.
((Hm, Zoveldra's movement speed is 40, so I guess 80? She'll still be in the dim light from the lantern, which is good because she also lacks darkvision. Would that give her disadvantage on stealth or anything?))
(Dim light gives you Disadvantage on Perception checks to see)
Zoveldra enters the mine first, and finds herself in a small chamber cut into the cliff. Some rotted wooden pick-axe handles and rusted axe heads lie around. It is otherwise bare. A mine shaft leads north, off into the darkness.
Mome moves forward at a slow but steady pace, holding the lamp high in her right hand and her shield in her left. Her internal monologue goes as follows, "Well, I guess if I get attacked, I put the lamp down and draw a weapon. I wish I had had time to get me a trident before entering this hole. Oh well, no need to worry about spilt milk. Of course, spilt rum is a different matter altogether." And she divert her attention from drinks to the task at hand.
You continue on through the mine shaft until it opens out into another cavern. You see that this cavern has a crude structure in the middle. Some parts of old decaying wood that have been repaired more recently, about 20x20ft. Some kind of cabin or workshop perhaps. The smell coming from the structure is disgusting, like moldy cheese mixed with body odor.
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"Ah, yes, how much is owed?" LANDMOP says cordially. "And which name do you have on your record so that we might make ours to match, and it was for cave lot 7 correct?" the warforged says as they pull out paper and pencil.
(I don't really want to make the charisma check if I can avoid it, so I'd like to count this as a help action to gather information)
I'm afraid your DC 15 Deception check it is LANDMOP: 6
The woman stops for a minute then snorts, "Your not fooling anyone clanker. You're either with that mob in there, or you're going in after them. Either way I don't really care, just don't make too much of a mess. And don't hurt that kid Anric, he does his best to keep the people around here well. Don't know why he's hanging out in the Mine with this lot."
Zoveldra catches up just in time to hear the exchange, Veldra stirring in quiet urgency at the mention of Anric’s name.
"Please do not call my ally derogatory terms,” she responds, “We are here to help Anric. If he is with dangerous people, we must act before he is harmed.” Without waiting for permission or further debate, she moves toward the mine entrance, muscles coiled, ready for whatever awaits inside.
((She's also bad at Charisma, but will give it a try.)) Persuasion: 8 -.-
Mome decides to join the conversation and try her hand with the woman. "Oh yes, deary, we are here to help Anric. We are friends of his father. You could do us a big favor - could you tell us who wants to harm Anric? We know he is doing good. We have seen some bad people with a distinct tattoo - a kraken in a storm. Are they behind the trouble?" She is flipping a gold coin into the air and catching it as she attempts to persuade the woman to part with some knowledge.
Persuasion (nat 20)
(This might be a good time to fill you in on a Homebrew rule I have about re-rolling ability checks. You can re-roll someone else's attempt at an ability check, such as Persuasion, ONLY if you have Proficiency in that check. I see that Mome has Proficiency so I'll count her success. I do this to preserve niche protection, where only people who are trained in a thing can try and turn someone else's fail into a success. And to stop those who are simply lucky enough to roll high on a particular check succeeding.)
The woman stops as Mome speaks, and the window opens slightly as you catch a glimpse of the woman inside. Her feline features feature yellow and black stripes across her furred face. She responds after a scoff, "The Kraken's Squall? Those brutes who think themselves swashbucklers down at the docks? Nah not them, they'll get what's coming to them eventually all on their own. The crew in the Garlstone Mine are cleverer, uglier, far more dangerous i think. I've seen three heading in and out of their, the skinny man with a cleft lip, the fat man in the strange robe, and the elegant lady with the long fingers. Anric went in there with them a couple days back, but I haven't seen him since. To be honest he looked kind of out of it, like he'd checked out or something. But people get that look after being here for any amount of time, it's hard to stay good spirited down here in Cliffside." A note of depression in her voice, "Just look out for the boy. Try to convince him to give up those fools in the Mine and get back to doing what's right. Maybe try to convince him it isn't all that bad, however you do that." She goes to close her window, clearly done with this conversation.
(Ok, so like the help action.)
(Sort of. Except the player still needs to describe how they try to perform the skill, and it can be retried multiple times as long as everyone who tries has proficiency.)
Assuming you head into the Garlstone Mine, the cack in the cliff is 100ft away, the vegetation around the mine is somewhat discolored. You see that it is completely dark in the mine. Does anyone have a light source? And what will be your marching order? Do you travel as a group or does someone scout ahead?
((Zoveldra has an everbright lantern she or someone else can carry. No preference about marching order.))
"Huh, someone whose words don't need to be bought. I'm not certain how I feel about that," mutters Mome as she pockets the gold coin she had been prepared to give out. She thinks the Krakens Squall is an odd name for some pirates but will deal with them later. Now, it is time to find Anric who seems to have been taken by two men and a woman. All very odd. "I am happy to carry the lantern. I won't sneak up on anybody, but I can take a punch."
Zoveldra nods and hands Mome the lantern. "Then I will scout ahead," she says quietly, adjusting her stance as she prepares to slip into the shadows. Her blue eyes flicker with psionic focus, and she reaches out to Mome with Mind Link and enables Mind Link Response so the cleric can reply silently. "I will let you know what I find this way," she communicates telepathically, her mental voice as calm as her spoken one.
So just checking. Mome will hold the lantern, with LANDMOP behind her, and Zoveldra will scout ahead. How far? I've had scouts go 30ft ahead so they can Disengage and run back if needed, and others go as far as 60ft is they can Disengage and Dash on the same turn. With the Everbright Lantern providing light as far as 120ft away, I suppose you may go further.
Also, Zoveldra should take the Lantern out of her inventory, and Mome should add it if the plan is for her to use it.
((Hm, Zoveldra's movement speed is 40, so I guess 80? She'll still be in the dim light from the lantern, which is good because she also lacks darkvision. Would that give her disadvantage on stealth or anything?))
(Dim light gives you Disadvantage on Perception checks to see)
Zoveldra enters the mine first, and finds herself in a small chamber cut into the cliff. Some rotted wooden pick-axe handles and rusted axe heads lie around. It is otherwise bare. A mine shaft leads north, off into the darkness.
As they enter LANDMOP will pick up a rusted axe head and pocket it
Zoveldra with continue moving ahead silently, doing her best to make out anything of note in the dim light.
Perception: 6, Stealth: 15
Mome moves forward at a slow but steady pace, holding the lamp high in her right hand and her shield in her left. Her internal monologue goes as follows, "Well, I guess if I get attacked, I put the lamp down and draw a weapon. I wish I had had time to get me a trident before entering this hole. Oh well, no need to worry about spilt milk. Of course, spilt rum is a different matter altogether." And she divert her attention from drinks to the task at hand.
You continue on through the mine shaft until it opens out into another cavern. You see that this cavern has a crude structure in the middle. Some parts of old decaying wood that have been repaired more recently, about 20x20ft. Some kind of cabin or workshop perhaps. The smell coming from the structure is disgusting, like moldy cheese mixed with body odor.