"Grista seemed to think that this lot could be lead back into the light Dekhan. I can't say I'm completely on board and Strix isn't wrong on instinct, but let's jest tie these feckers up for now and we can see what our scouts have found out. If we live, we can decide the Redbrands fate then."
BTW is anyone keeping track of the loot? I divvied out some of the earlier hauls 'cause I found them, but I didn't want to step on any toes by seizing other people's loot and dividing, but happy to do it if that suits the group.
If we're not killing 'em, where are we leaving the drunk Redbrands? Can't tie them up in Grista's, that implicates her. Unless we also tie her up and gag her, for appearances. If we bring them outside, we risk the cold air waking them. We can just leave them on the floor, let them sleep it off and hope that we take care of the problem in the Manor before they wake but that exposes us to reinforcements arriving behind us at a pivotal moment. However, it might also expose Glasstaff to our reinforcements... does Incantis have any means of incepting an idea that they're on our side now while they sleep?
Aye, Scupper, thank you. If they can be brought back to the light then we should attempt to do so. What if we tie them up and gag them in here and then carry them outside? Or, Grista, are there any empty buildings in town we could leave them in?
That’s great by me if you don’t mind splitting the haul, Nun, I think one person keeping track is the best and thank you for being willing to do it.
Aye, Scupper, thank you. If they can be brought back to the light then we should attempt to do so. What if we tie them up and gag them in here and then carry them outside? Or, Grista, are there any empty buildings in town we could leave them in?
That’s great by me if you don’t mind splitting the haul, Nun, I think one person keeping track is the best and thank you for being willing to do it.
"Perhaps there is a generous patron that will let us comp a free tavern room we could throw these guys in? I would offer to pay, but I'm pretty strapped on gold right now."
OOC: I'm gucci with Strix holding onto/keeping track of the haul
This post has potentially manipulated dice roll results.
Dario looks about the room and then looks over at Incantisand says, "we should leave everything as is. Don't take the copper."He gives the room one last look over and then says to Incantis"come, let's check out the room to the north." Dario then makes his way to the northern door (2K). He then checks the door for traps and then leans his ear to the door to see if he hears any sounds.
This post has potentially manipulated dice roll results.
Incantis reluctantly nods, putting the coins back but keeping the garnet. "Stars shine brighter than any coin." He follows the elf to the north door, affixing it with a watchful eye.
Perception: 14
Rollback Post to RevisionRollBack
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
"I just paid 5 gold each fer these gobshites so fer now, I'd like to hold on killin' my investment. Yer right again...mayhaps a room would be best meanwise. Who was it offered last time we had a prisoner? My head's in me cups."
Incantis and Dario, you both step back into the first room and up to the door in the north wall, under the stairs. Incantis, as far as you can tell, the door is not locked or trapped; it looks much like the door into the western room. There are no sounds coming from behind the door.
Do you take the coins and garnets, or leave the room untouched?
Grista gives a loud snort as she continues busily tidying up. She yanks a mostly empty tankard out of the hand of a sleeping Redbrand, and he's definitely out cold - he doesn't stir at all as he slumps forward and his head drops to the table.
To the light, is it? That's right, she grins at Dekhan, they'll be on their knees worshipping Lathander before the sun rises, right enough. She laughs, and it becomes a cackle. If you believe that, I've got some 'Fireseed' over here going for 15 silvers a shot. She gives one more loud laughing snort, then looks more seriously at Scupper.
If you're wanting a place to store them, take them to the jail. It's got two cells. I know, fancy, right, for a town like this? Over at the Townmaster's Hall. She points down the street towards the Town Green. Hester won't like it, but since no-one in this town much cares what he likes and doesn't like, that's no problem at all. Or, you know, and she drags her thumb across her throat with a leer on her face.
Incantis, you open the door and peer into a hallway that is covered with thick dust. It seems to turn a corner to the west, but you will need to enter and walk about ten feet to reach the corner in order to see what lies beyond.
"You're the one what said the town could use them with the right leadership! Ha! Quite the sage. Well that settles it. Whatever you lot decide then. I'm having another drink."
Scupper sits at a table and pour a shot from one of the Redbrands bottles.
Zoria throws as many bodies of Redbrands as she can, if anyone helps, they can, onto her horseback. (Carrying capacity: 480 lbs). "Well, let's get to loading and taking these men to the jail."
Varinth, it's been an hour since your last drink, so your level of intoxication is reduced by one. You're now back at the first level - you still have disadvantage on skill checks and attacks, but no longer on saving throws.
This post has potentially manipulated dice roll results.
Hold on there Miss ZoRiA, should we Tie tHem?
If the answer is yes then Varinth will fetch his rope off Soodi and borrow a dagger off someone and start cutting the rope into lengths for bondage. If no, then Vaz will help Zoria in any way he can then skip/stumble over to what he would reasonably guess ( Perception:9 ) is the Townmasters Hall shouting MistEr Hester! Can wE have tha keys tO the jail?
Dekhan will help load Zoria with the Redbrands and then sling one over his shoulder himself. I'd imagine that waking up in a cell with a sore head isn't too far out of the ordinary for these boys here, let's get them to where they can't cause trouble. Then I think we should make contact with Dario and Incantis and see what they've learned. If it seems like now is the time to strike then best we press on while we have the advantage.
((Could I use minor illusion to conjure a small mirror to look around the corner? It seems included in RAW objects, but I'm not sure how you want to handle reflections))
Dekhan, with help from Strix, you manage to find an extra 12 gold pieces and 20 silver pieces.
"Grista seemed to think that this lot could be lead back into the light Dekhan. I can't say I'm completely on board and Strix isn't wrong on instinct, but let's jest tie these feckers up for now and we can see what our scouts have found out. If we live, we can decide the Redbrands fate then."
BTW is anyone keeping track of the loot? I divvied out some of the earlier hauls 'cause I found them, but I didn't want to step on any toes by seizing other people's loot and dividing, but happy to do it if that suits the group.
If we're not killing 'em, where are we leaving the drunk Redbrands? Can't tie them up in Grista's, that implicates her. Unless we also tie her up and gag her, for appearances. If we bring them outside, we risk the cold air waking them. We can just leave them on the floor, let them sleep it off and hope that we take care of the problem in the Manor before they wake but that exposes us to reinforcements arriving behind us at a pivotal moment. However, it might also expose Glasstaff to our reinforcements... does Incantis have any means of incepting an idea that they're on our side now while they sleep?
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Aye, Scupper, thank you. If they can be brought back to the light then we should attempt to do so. What if we tie them up and gag them in here and then carry them outside? Or, Grista, are there any empty buildings in town we could leave them in?
That’s great by me if you don’t mind splitting the haul, Nun, I think one person keeping track is the best and thank you for being willing to do it.
"Perhaps there is a generous patron that will let us comp a free tavern room we could throw these guys in? I would offer to pay, but I'm pretty strapped on gold right now."
OOC: I'm gucci with Strix holding onto/keeping track of the haul
Published Subclasses
Dario looks about the room and then looks over at Incantis and says, "we should leave everything as is. Don't take the copper." He gives the room one last look over and then says to Incantis "come, let's check out the room to the north." Dario then makes his way to the northern door (2K). He then checks the door for traps and then leans his ear to the door to see if he hears any sounds.
Perception: 13
Incantis reluctantly nods, putting the coins back but keeping the garnet. "Stars shine brighter than any coin." He follows the elf to the north door, affixing it with a watchful eye.
Perception: 14
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
"I just paid 5 gold each fer these gobshites so fer now, I'd like to hold on killin' my investment. Yer right again...mayhaps a room would be best meanwise. Who was it offered last time we had a prisoner? My head's in me cups."
At the Redbrands' base:
Incantis and Dario, you both step back into the first room and up to the door in the north wall, under the stairs. Incantis, as far as you can tell, the door is not locked or trapped; it looks much like the door into the western room. There are no sounds coming from behind the door.
Do you take the coins and garnets, or leave the room untouched?
Leaving the coins, taking the garnets. Incantis can't help himself, jewels remind him of stars.
Cautiously, having detected nothing, not a trap or even a sound, Incantis opens the northward door.
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
At the Sleeping Giant:
Grista gives a loud snort as she continues busily tidying up. She yanks a mostly empty tankard out of the hand of a sleeping Redbrand, and he's definitely out cold - he doesn't stir at all as he slumps forward and his head drops to the table.
To the light, is it? That's right, she grins at Dekhan, they'll be on their knees worshipping Lathander before the sun rises, right enough. She laughs, and it becomes a cackle. If you believe that, I've got some 'Fireseed' over here going for 15 silvers a shot. She gives one more loud laughing snort, then looks more seriously at Scupper.
If you're wanting a place to store them, take them to the jail. It's got two cells. I know, fancy, right, for a town like this? Over at the Townmaster's Hall. She points down the street towards the Town Green. Hester won't like it, but since no-one in this town much cares what he likes and doesn't like, that's no problem at all. Or, you know, and she drags her thumb across her throat with a leer on her face.
At the Redbrands' base:
Incantis, you open the door and peer into a hallway that is covered with thick dust. It seems to turn a corner to the west, but you will need to enter and walk about ten feet to reach the corner in order to see what lies beyond.
"You're the one what said the town could use them with the right leadership! Ha! Quite the sage. Well that settles it. Whatever you lot decide then. I'm having another drink."
Scupper sits at a table and pour a shot from one of the Redbrands bottles.
"A real one. Full sail!"
Zoria throws as many bodies of Redbrands as she can, if anyone helps, they can, onto her horseback. (Carrying capacity: 480 lbs). "Well, let's get to loading and taking these men to the jail."
Published Subclasses
Varinth, it's been an hour since your last drink, so your level of intoxication is reduced by one. You're now back at the first level - you still have disadvantage on skill checks and attacks, but no longer on saving throws.
Hold on there Miss ZoRiA, should we Tie tHem?
If the answer is yes then Varinth will fetch his rope off Soodi and borrow a dagger off someone and start cutting the rope into lengths for bondage. If no, then Vaz will help Zoria in any way he can then skip/stumble over to what he would reasonably guess ( Perception: 9 ) is the Townmasters Hall shouting MistEr Hester! Can wE have tha keys tO the jail?
Dekhan will help load Zoria with the Redbrands and then sling one over his shoulder himself. I'd imagine that waking up in a cell with a sore head isn't too far out of the ordinary for these boys here, let's get them to where they can't cause trouble. Then I think we should make contact with Dario and Incantis and see what they've learned. If it seems like now is the time to strike then best we press on while we have the advantage.
Varinth, you have no idea where the Townmaster's Hall is beyond a vague wave to the west from Grista. But sure, give me a d12. :)
((Could I use minor illusion to conjure a small mirror to look around the corner? It seems included in RAW objects, but I'm not sure how you want to handle reflections))
Incantis, half-elf warlock (great old one) 4/bard 1 ● Thorok Earthhand, hill dwarf mountain druid 6/grave cleric 2
Cragmyre Ironseed, earth genasi ancestral barbarian 3 ● Cyrus Natriallae, aquatic half-elf warlock of the deep 3
Roll for Varinth getting lost: 2