You remember the word as the leader of an order of nuns, it's so very clear to you. But..these are cultists, this Abbess..must simply be using the title.
You have absolutely no clue of where you heard it before, however. Probably from that travelling circus of cultists who have a secret underground pie baking industry. Oh shit. Trini was RIGHT.
This post has potentially manipulated dice roll results.
Mercy frowned and made a motion to indicate that they needed to be careful. “Head honcho’s room. Could get information, could get dead. Let’s look elsewhere.” The words were barely audible, but she hoped that Daewen had heard well enough. She turned to her right and started slowly down the stairs.
Excited to go further down in the abbess' abyss (hmmmm, that sounds naughty...), Daewen eagerly follows Mercy down the stairs.
Note: if we're going down to some sort of cellar or basement, that'll make Daewen giddy with excitement, because
Natural ExplorerPHB91
You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.
A large well sits in one corner of this room, equipped with a winch-and-bucket mechanism for fetching water. Doors enter from the north, west, and south. Several dirty straw pallets lie tucked into the corners of the room — including one very large and stinking pallet.
Four enormous orges are sleeping extremely noisily in the corners.
At the end of this tunnel, three cell-like rooms have been excavated from the rock. Iron bars wall off each one, with a chain and padlock securing a swinging gate. Inside, a number of prisoners huddle on miserable straw pallets. One of them is an old dwarf.
Daewen will make haste back the way she came, and go find Mercy. Once she finds her, she’ll bring her back down to the prison cell and have Mercy work her lock picking magic.
“Bruldenthar?” Mercy whispers, squinting at him as she pulls out her tools. “Show me your tattoo. I’ve already had one illusion shoved in my face here.”
Bruldenthar shows you his tattoo. He looks at you warily. "Ach, lass, you're a sight for sore eyes. Ye are definately not one of these cultist. Who are you?"
The lock to his chamber opens easily. There's about 16 additional prisoners in the prison cells. They beg to be released. Bruldenthar nods. "Aye, I can. We've got to be quiet. What about the others?"
Mercy moved up to the door and read the sign. The word sounded familiar, and she wracked her brain trying to remember.
Religion: 12
History: 1
You remember the word as the leader of an order of nuns, it's so very clear to you. But..these are cultists, this Abbess..must simply be using the title.
You have absolutely no clue of where you heard it before, however. Probably from that travelling circus of cultists who have a secret underground pie baking industry. Oh shit. Trini was RIGHT.
Mercy frowned and made a motion to indicate that they needed to be careful. “Head honcho’s room. Could get information, could get dead. Let’s look elsewhere.” The words were barely audible, but she hoped that Daewen had heard well enough. She turned to her right and started slowly down the stairs.
Stealth: 9
Excited to go further down in the abbess' abyss (hmmmm, that sounds naughty...), Daewen eagerly follows Mercy down the stairs.
Note: if we're going down to some sort of cellar or basement, that'll make Daewen giddy with excitement, because
You have a favored terrain type. Your proficiency bonus is doubled for proficient skills when you make an INT or WIS check related to it. While traveling for an hour or more in your chosen terrain, difficult terrain doesn’t slow your group’s travel, your group can’t become lost except by magical means, you remain alert to danger even when you are engaged in another activity, you can move stealthily at a normal pace (while alone), you find twice as much food while foraging, and while tracking creatures, you learn the exact number, sizes, and how long ago they passed through the area.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
The stairs wind down to what appears to be a lower level beneath the abbey. Wood and brick is now stone earth walls. Another door bars the way.
Surprise DM roll cuz Cherri is a sassy brat: 2
Sleight of Hand (Lockpicking): 16
Mercy doesn’t even hesitate. After coming face to shoulder with a lich, she wants to get out of here ASAP.
A large well sits in one corner of this room, equipped with a winch-and-bucket mechanism for fetching water. Doors enter from the north, west, and south. Several dirty straw pallets lie tucked into the corners of the room — including one very large and stinking pallet.
Four enormous orges are sleeping extremely noisily in the corners.
And with that, Mercy NOPEs back up the stairs and down the hall, taking the right.
Daewen, not afraid of booger filled ogres, continues on through the room, Inspired to continue.
Stealth: 25
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Daewen will head south
Last to know and first to be blamed...
As a free action, can I regret my life choices?
At the end of this tunnel, three cell-like rooms have been excavated from the rock. Iron bars wall off each one, with a chain and padlock securing a swinging gate. Inside, a number of prisoners huddle on miserable straw pallets. One of them is an old dwarf.
Daewen will make haste back the way she came, and go find Mercy. Once she finds her, she’ll bring her back down to the prison cell and have Mercy work her lock picking magic.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
The old dwarf gets up, hopeful. He looks you over but says nothing, a look of shock and insecurity on his face.
“Bruldenthar?” Mercy whispers, squinting at him as she pulls out her tools. “Show me your tattoo. I’ve already had one illusion shoved in my face here.”
Bruldenthar shows you his tattoo. He looks at you warily. "Ach, lass, you're a sight for sore eyes. Ye are definately not one of these cultist. Who are you?"
“Gerde sent me. The Harpers sent the quiet one. Can you fight?” She turned to picking the lock, trusting Daewen was keeping a lookout.
CLICK.
The lock to his chamber opens easily. There's about 16 additional prisoners in the prison cells. They beg to be released. Bruldenthar nods. "Aye, I can. We've got to be quiet. What about the others?"
(Removed the roll from the last one because it was the wrong type of inspiration roll.)
Sleight of Hand (Lockpicking): 7
Bardic Inspiration: 6