Those three escapees had about a two hour lead on Morgan and Randa; they ran back to their hideout and the heroes were hobbled by Dallur's injured pace. Randa's Perception, Stealth, and Survival rolls were woefully inadequate (she had some stuff on her mind) during the travel and Morgan's Passive Perception isn't so great either.
With two hours to know vengeance was coming, it didn't make sense to me that Bert and Ernie would just sit around and wait to be killed. They are psycho, not stupid. Based on what the three bandits told them, they figure that the two who were coming would be in fighting shape and the eight who did not come were not in fighting condition. Softer meat.
Of course, dynamite is an amazing tenderizer just to be sure (and conveniently removes the NPCs from battle).
They simply walked around Morgan and Randa while Invisible, outside audible range, since they could see them quite easily.
DM: Randa, you creep forward and it does not take you long to realize you have been hoodwinked and that no one except the gutted and blinded bandit is in the cave. Without Dallur, it is a three hour journey back walking. You can cut that down to two with a run, or one just hour if you are willing to push yourself to Exhaustion by the end.
Morgan cautiously steps into the main chamber. He shakes his head at the sight of the suffering, blinded man. Even just a few hours ago, that same man had tried to kill them... but karma hit fast and heavy.
"I don’t have a single healing potion," he mutters, regretting his poor planning.
He does what he can to help the man, though he knows it’s little (Medicine check: 10). Morgan's gaze sweeps the chamber. Dallur mentioned loot... maybe they got lucky, and the cave is without guardians (Investigation: 18).
Returning his attention to the man, Morgan crouches slightly, voice firm but calm. "I have three questions for you: What happened? Where is the loot? And… do you want to live?" (Persuasion: 8)
DM: They lost the initiative, but are currently still Invisible. Because they lost Initiative, they do not get to Stealth Check, so you have approximate locations based on their sounds and last known location, indicated by their initials. Attacks against them are made with Disadvantage.
EDIT: Don't let the skeletons scare you, they are the only stickers available to me in Inkarnate lol. They are not dead (yet).
An especially twisty twist!
Those three escapees had about a two hour lead on Morgan and Randa; they ran back to their hideout and the heroes were hobbled by Dallur's injured pace. Randa's Perception, Stealth, and Survival rolls were woefully inadequate (she had some stuff on her mind) during the travel and Morgan's Passive Perception isn't so great either.
With two hours to know vengeance was coming, it didn't make sense to me that Bert and Ernie would just sit around and wait to be killed. They are psycho, not stupid. Based on what the three bandits told them, they figure that the two who were coming would be in fighting shape and the eight who did not come were not in fighting condition. Softer meat.
Of course, dynamite is an amazing tenderizer just to be sure (and conveniently removes the NPCs from battle).
They simply walked around Morgan and Randa while Invisible, outside audible range, since they could see them quite easily.
DM: Randa, you creep forward and it does not take you long to realize you have been hoodwinked and that no one except the gutted and blinded bandit is in the cave. Without Dallur, it is a three hour journey back walking. You can cut that down to two with a run, or one just hour if you are willing to push yourself to Exhaustion by the end.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
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Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock
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Morgan cautiously steps into the main chamber.
He shakes his head at the sight of the suffering, blinded man. Even just a few hours ago, that same man had tried to kill them... but karma hit fast and heavy.
"I don’t have a single healing potion," he mutters, regretting his poor planning.
He does what he can to help the man, though he knows it’s little (Medicine check: 10).
Morgan's gaze sweeps the chamber. Dallur mentioned loot... maybe they got lucky, and the cave is without guardians (Investigation: 18).
Returning his attention to the man, Morgan crouches slightly, voice firm but calm.
"I have three questions for you: What happened? Where is the loot? And… do you want to live?"
(Persuasion: 8)
Initiative:
Heroes!
Villains!
DM: They lost the initiative, but are currently still Invisible. Because they lost Initiative, they do not get to Stealth Check, so you have approximate locations based on their sounds and last known location, indicated by their initials. Attacks against them are made with Disadvantage.
EDIT: Don't let the skeletons scare you, they are the only stickers available to me in Inkarnate lol. They are not dead (yet).
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
EXTENDED SIGNATURE!
Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock
Try DDB free: Free Rules (2024), premade PCs, adventures, one shots, encounters, SC, homebrew, more
Answers: physical books, purchases, and subbing.
Check out my life-changing