This post has potentially manipulated dice roll results.
DM rollz: 4
Glynquinal moves forward and leaps up onto the table to attack the (yellow) Redbrand. His feet slip on the coins, dice and severed arm littered about the table, and the elf falls onto his back, crashing onto the tabletop with a grunt.
OOC: That's your move, Glyn. You're now prone in C8, but you still have your bardic inspiration! And, no, you can't use it to add to my roll. It's a critical fail.
OOC2: I forgot that the Redbrand was supposed to go before Glynquinal. He'll go now.
The (yellow) Redbrand raises his arms, wincing at the effort due to his injury. "Wait!" he says, slurring the word slightly. "I surrender! Don't kill me!" The man is clearly drunk.
Ian pauses, an arrow nocked at the ready.
Round 3: Gruxx, Rock (raging), HDP, redbrand, Glyn (prone)/Ian
Glynquinal runs around the table and swings twice at the last Redbrand. The man is able to dodge the first attack, but groans as the second gets him.
OOC: I forgot that the Redbrand was supposed to go before Glynquinal. He'll go now.
The (yellow) Redbrand raises his arms, wincing at the effort due to his injuries. "Wait!" he pants, slurring the word slightly. "I surrender! Don't kill me!" The man is clearly drunk.
Ian pauses, an arrow nocked at the ready.
Round 3: Gruxx, Rock (raging), HDP, redbrand, Glyn/Ian
This post has potentially manipulated dice roll results.
"Talk and tell us what's behind this door," the Herr Doktor Professor tells the drunken Redbrand in a friendly manner, "and my large friends will hit you on the head with the handles of their weapons. You'll wake up later with a headache that'll feel as bad as your worst Katzenjammer, your worst hangover, but that's probably something you're used to.
"Try to lie to us, and I must warn you that my large friends seem to have an uncanny sense of when people lie to them, then they'll hit you on the head with the sharp parts of their weapons. After that, you won't have to worry about hangovers ever again."
Intimidate check: 11.
OOC: Here's something new I learned -- when we deal damage, we can choose to deal nonlethal damage. That's apparently something new with 5th ed. If he tells the truth, Gruxx, you can still attack him but just deal non-lethal damage to knock him out.
OOC: When attacking with a melee weapon (not a ranged weapon), you can specify non-lethal. So, you'd just knock out the NPC instead of the usual killing. I would then roll a d4 to determine how long before they wake up, just like if one of you was knocked out and stabilized. Ranged weapons and magic attacks cannot deal non-lethal blows.
The Redbrand looks at the door and back at Herr Doktor. "It's a hallway," he rasps.
"Can you peek through the door," the Herr Doktor Professor whispers to Glynquinal, "and confirm what this one says."
"If he speaks truth, then we can ask him a few more questions. If he lies, then we can introduce him to the Gruxx-Rock Permanent Cure for Migraines and Hangovers."
First, let me describe the room (since I haven't done that yet):
Several worn tables and chairs are scattered around this large room. Wooden benches are drawn up against walls decorated with draperies of brown and red, and several ale kegs are propped up and tapped. Four tough-looking human warriors wearing scarlet cloaks were gathered around one of the tables. A stack of coins and trinkets is heaped upon the tabletop between them. It looks as though they had been playing a game with dice. Four mugs are also there. Some of the coins have been scattered onto the floor after the severed arm landing upon the table.
Glynquinal steps through the door and immediately see another closed door opposite him across a five-foot hallway, which ends to his left, but extends for about 20 feet to his right, up a flight of stairs, before turning to the right out of sight. Walking up the stairs, the rogue realizes the hallway connects with the large room with the crevasse running down the center.
This post has potentially manipulated dice roll results.
Glynquinal realizing the stairs lead to the larger space with a crevasse they were in earlier, retraces his steps and seeing another door. Listens quietly to it for sounds of activity on the other side.
Perception 14
Returning to the room where they found the 4 Redbrands gaming at the table, Glynquinal takes the time to note his surroundings.
To the last Redbrand he queries, "How many more Redbrands are there around, and where? Where were these supplies going to be sent?" Pointing at the kegs of ale with the last question.
Glynquinal says to Gruxx, "He was telling some of the truth. There is a hallway on the other side, and another door."
This post has potentially manipulated dice roll results.
OOC I am so sorry guys. I had two last minute trips come up. I was flying down to Georgia, then up to Williamsburg. Work has me so busy these days. I am so sorry I left you all in the lurch. DDP thank you for playing in my absence. I have read over all the posts, and have caught up on the story. You all are awesome!!
Ian will lend intimidating aid to HDP as he talks to the Redbrand. Standing behind and to the right of HDP, attempting (keyword) to look menacing.
"How many?" the Redbrand repeats, still slurring his words a bit. He appears to think for a bit. "Three gugbears an' a boglin," he says, pointing abstractly south. He thinks again. "Two guards," he says, pointing kind of eastward. He thinks. "Maybe some in d'barracks," he shrugs. "Don' know." Then, with a look of realization, he almost yells, "Oh! Glassssssstaffffff," he says, actually grinning. He then lifts his hands up to his chin and wiggles his fingers at Gruxx in a parody of using magic. The Redbrand then sways dramatically. You are all suddenly very aware that his clothing is soaked in blood.
Searching the room and bodies, Glynqinal and Rock find 75 cp, 55 sp, 22 ep, 15 gp, and a gold earring set with a tiny ruby. Each man is wearing studded leather armor and carrying a shortsword.
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Glynquinal will use the bardic inspiration die for one of the attacks attacks
Bardic inspiration 5
That roll will be applied to the second attack so a total of 19 to hit, and 7 damage if a good hit
DM rollz: 4Glynquinal moves forward and leaps up onto the table to attack the (yellow) Redbrand. His feet slip on the coins, dice and severed arm littered about the table, and the elf falls onto his back, crashing onto the tabletop with a grunt.OOC: That's your move, Glyn. You're now prone in C8, but you still have your bardic inspiration! And, no, you can't use it to add to my roll. It's a critical fail.OOC2: I forgot that the Redbrand was supposed to go before Glynquinal. He'll go now.The (yellow) Redbrand raises his arms, wincing at the effort due to his injury. "Wait!" he says, slurring the word slightly. "I surrender! Don't kill me!" The man is clearly drunk.Ian pauses, an arrow nocked at the ready.Round 3: Gruxx, Rock (raging), HDP, redbrand, Glyn (prone)/IanGruxx, you're up!OOC: Was there a chance for Glynquinal to notice whether the coin on the table was gold, silver or copper?
Glynquinal runs around the table and swings twice at the last Redbrand. The man is able to dodge the first attack, but groans as the second gets him.
OOC: I forgot that the Redbrand was supposed to go before Glynquinal. He'll go now.
The (yellow) Redbrand raises his arms, wincing at the effort due to his injuries. "Wait!" he pants, slurring the word slightly. "I surrender! Don't kill me!" The man is clearly drunk.
Ian pauses, an arrow nocked at the ready.
Round 3: Gruxx, Rock (raging), HDP, redbrand, Glyn/Ian
Gruxx, you're up!
Gruxx raises his glaive and then slowly brings it to rest on the Redbrand's shoulder with the blade toward the nec.
"Hush your mouth you sot."
Gruxx will turn to the others and shrug his shoulders in a questioning way.
"So we ask some questions and if he lies he dies, if he misleads he bleeds, do you understand little one."
Doc what should we do with him, I still think Grux needs a belt
Rock will stand with Grux on anyway this goes
"Talk and tell us what's behind this door," the Herr Doktor Professor tells the drunken Redbrand in a friendly manner, "and my large friends will hit you on the head with the handles of their weapons. You'll wake up later with a headache that'll feel as bad as your worst Katzenjammer, your worst hangover, but that's probably something you're used to.
"Try to lie to us, and I must warn you that my large friends seem to have an uncanny sense of when people lie to them, then they'll hit you on the head with the sharp parts of their weapons. After that, you won't have to worry about hangovers ever again."
Intimidate check: 11.
OOC: Here's something new I learned -- when we deal damage, we can choose to deal nonlethal damage. That's apparently something new with 5th ed. If he tells the truth, Gruxx, you can still attack him but just deal non-lethal damage to knock him out.
Glynquinal looks to Gruxx, "You know my take on it Gruxx. If you even suspect he's lying you know what to do."
To Ian Glynquinal will send to Ian via Thieve's Cant a simple message, "No loose ends."
Moving so he can put an ear to the door Glynquinal listens for any sounds that might be coming from the other side.
Perception 20
Rock will smile with lots of teeth and slowly lick his lips
OOC: When attacking with a melee weapon (not a ranged weapon), you can specify non-lethal. So, you'd just knock out the NPC instead of the usual killing. I would then roll a d4 to determine how long before they wake up, just like if one of you was knocked out and stabilized. Ranged weapons and magic attacks cannot deal non-lethal blows.
The Redbrand looks at the door and back at Herr Doktor. "It's a hallway," he rasps.
Glynquinal, his ear to the door, hears nothing.
"Can you peek through the door," the Herr Doktor Professor whispers to Glynquinal, "and confirm what this one says."
"If he speaks truth, then we can ask him a few more questions. If he lies, then we can introduce him to the Gruxx-Rock Permanent Cure for Migraines and Hangovers."
Nodding, Glynquinal tries the door handle to open it. Assuming it is not locked, he will enter and scout ahead.
Rocks smile wideneds with a slight hiss
Gruxx looks down at the Redbrand waiting to see if has has lied about the hallway or not.
It is indeed a hallway.
First, let me describe the room (since I haven't done that yet):
Several worn tables and chairs are scattered around this large room. Wooden benches are drawn up against walls decorated with draperies of brown and red, and several ale kegs are propped up and tapped. Four tough-looking human warriors wearing scarlet cloaks were gathered around one of the tables. A stack of coins and trinkets is heaped upon the tabletop between them. It looks as though they had been playing a game with dice. Four mugs are also there. Some of the coins have been scattered onto the floor after the severed arm landing upon the table.
Glynquinal steps through the door and immediately see another closed door opposite him across a five-foot hallway, which ends to his left, but extends for about 20 feet to his right, up a flight of stairs, before turning to the right out of sight. Walking up the stairs, the rogue realizes the hallway connects with the large room with the crevasse running down the center.
Glynquinal realizing the stairs lead to the larger space with a crevasse they were in earlier, retraces his steps and seeing another door. Listens quietly to it for sounds of activity on the other side.
Perception 14
Returning to the room where they found the 4 Redbrands gaming at the table, Glynquinal takes the time to note his surroundings.
To the last Redbrand he queries, "How many more Redbrands are there around, and where? Where were these supplies going to be sent?" Pointing at the kegs of ale with the last question.
Glynquinal says to Gruxx, "He was telling some of the truth. There is a hallway on the other side, and another door."
While waiting for the answer, Glynquinal will begin the process of searching the room, starting with the table, and the coin.
Rock will search the bodies and collect the goods from the room (coins and trinkets
OOC I am so sorry guys. I had two last minute trips come up. I was flying down to Georgia, then up to Williamsburg. Work has me so busy these days. I am so sorry I left you all in the lurch. DDP thank you for playing in my absence. I have read over all the posts, and have caught up on the story. You all are awesome!!
Ian will lend intimidating aid to HDP as he talks to the Redbrand. Standing behind and to the right of HDP, attempting (keyword) to look menacing.
Intimidation (or performance?): 11
Glynquinal, you heard nothing at the door.
"How many?" the Redbrand repeats, still slurring his words a bit. He appears to think for a bit. "Three gugbears an' a boglin," he says, pointing abstractly south. He thinks again. "Two guards," he says, pointing kind of eastward. He thinks. "Maybe some in d'barracks," he shrugs. "Don' know." Then, with a look of realization, he almost yells, "Oh! Glassssssstaffffff," he says, actually grinning. He then lifts his hands up to his chin and wiggles his fingers at Gruxx in a parody of using magic. The Redbrand then sways dramatically. You are all suddenly very aware that his clothing is soaked in blood.
Searching the room and bodies, Glynqinal and Rock find 75 cp, 55 sp, 22 ep, 15 gp, and a gold earring set with a tiny ruby. Each man is wearing studded leather armor and carrying a shortsword.