Strix, there are a few tracks here and there, but you don't manage to follow any very well; they overlap and fade away, and it's just a bit of a mess. It's clear that the Redbrands used this way from time to time, though - there's even evidence of wheel tracks, suggesting that they used the passage to move goods in and out of the hideout without going though town.
You can't see a way to close off the passage, but it's really well hidden; you doubt any of the local people know about it, despite it being quite close to the town.
Strix jogs back up to the crevasse. "No blinky. No redbrand. No room. Job done." He stretches theatrically and yawns. "Gon sleep. Lots do, morning. Gon go this way so can find gain. See at brekkie?"
With that he jogs back down the tunnel and tries to pick his way back to town .
I wasn't counting redbrands but I don't think there's anywhere left in here for them to be. Once we let the village know where the back exit is they can board it up or gate it off or whatever they like. I'm not well equipped to interrogate or report back to the authorities having already alienated that shop keeper. So... Night night :) I guess come morning we'll need to figure out what to do about the jailed guys, and then there's whatever the shrine lady wanted and the help wanted : orcs sign....
Three cheers for Vaz's burning hands!
And if Strix is not at breakfast, well I guess we should have counted redbrands after all :)
Just a heads up: unless you decide to go off and hunt the eye creature immediately, then once you get back to town and rest, we'll head into a few days of downtime within the game. It will be a chance to role-play some outcomes to your decisions with the townspeople, and some other bits and pieces, so you'll have time - in character and out-of-character - to discuss what you want to do next. I'll post more information at the time, but just to let you know that you don't need to decide anything major right now. And yes, you have accounted for all the Redbrands. :)
I'll admit I'm no expert but I believe he said that's an exit. Best we head back to town and make sure Eyeball ain't gobblin' up the village kids.Vaz hefts his wineskin and heads down the tunnel, when he gets to the exit he will give a whistle for Soodi. If she shows he will get some help shlepping Omyn onto her back and head into town.
Varinth, Soodi alas does not come when you whistle - she may be a little too far away. But you bring Omyn anyway, tied up. He doesn't protest, and seems happy not to be left to perish in the jail cell. You drop Omyn off at the Townmaster's Hall, where Hester the halfling townmaster is keeping watch on the other Redbrands in their cells. They are all still snoozing drunkenly, unaware of their changed circumstances.
It's the middle of the night; few people are awake. Do you want to speak to Hester? If not, where do you wish to go next?
Scupper, at the back of the Townmaster's Hall, on the way out after dropping off Omyn, you do notice a large gong, covered in a black sheet. It's an odd choice for a town like this, but it probably would serve as an alarm bell. From the dust covering it, you would guess that it's never been used and you can't be sure what reaction you will get if you start banging it, but the choice is yours.
Incantis muses half-triumphantly as the party finish scouring the redbrand manor. He scratches his chin when they find no trace of the eye monster, deciding to aid in the search efforts. As they approach the bell, "Pause my friend and wait a bit 'afore you ring that bell, it looks unused and what it signs I don't think we can tell. I am dismayed as much as you at lack of thankful song, but heed what portents you will warn in ringing yonder gong."
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
Varinth heads to his room trying not to wake Strix if he's already asleep. Stealth15
and promptly passes out.
Wisdom check 11 vs 15
Strix turns over and mumbles "schnubbiddy schnub schnub....3 Gold Pieces????.... Why, I have never been so flubbaflubbb..." before returning to his slumber.
Strix and Varinth, you are able to make your way back to the inn and rest for the night. The innkeeper is still in the common room when you arrive, dozing but you are able to waken him with a bit of knocking at the door, and he sleepily allows you in. He doesn't seem interested in asking any questions until the morning.
Do you all leave the Townmaster's Hall and go back to the inn to sleep?
Tolben the Innkeeper looks a little alarmed as you attempt to enter. Um, madam? Do you, um, want a room inside? Or, um, we have a stable out back, though no horses at the moment. He looks really uncertain of what he should say.
This post has potentially manipulated dice roll results.
"Don't worry friend, a common question for my people," she looks around. "An empty stable you say? Well I'll tell you what. How about you give me a few gold pieces and I'll stay in the stable and make sure no riff raff gets in there causing trouble? This is what's called, a win-win."
If a check is needed, I'll cast guidance before doing so: 6
Dwarfy? No, no dwarfy. Droop is weakening, and seems on the verge of passing out again.
Survival : 18 to find evidence of Blinky's (or redbrands) passing
If there's a gate or similar means of closing off the passage, he'll do so and return to let the others know that this passage is an exit
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Strix, there are a few tracks here and there, but you don't manage to follow any very well; they overlap and fade away, and it's just a bit of a mess. It's clear that the Redbrands used this way from time to time, though - there's even evidence of wheel tracks, suggesting that they used the passage to move goods in and out of the hideout without going though town.
You can't see a way to close off the passage, but it's really well hidden; you doubt any of the local people know about it, despite it being quite close to the town.
Strix jogs back up to the crevasse. "No blinky. No redbrand. No room. Job done." He stretches theatrically and yawns. "Gon sleep. Lots do, morning. Gon go this way so can find gain. See at brekkie?"
With that he jogs back down the tunnel and tries to pick his way back to town .
I wasn't counting redbrands but I don't think there's anywhere left in here for them to be. Once we let the village know where the back exit is they can board it up or gate it off or whatever they like. I'm not well equipped to interrogate or report back to the authorities having already alienated that shop keeper. So... Night night :) I guess come morning we'll need to figure out what to do about the jailed guys, and then there's whatever the shrine lady wanted and the help wanted : orcs sign....
Three cheers for Vaz's burning hands!
And if Strix is not at breakfast, well I guess we should have counted redbrands after all :)
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Just a heads up: unless you decide to go off and hunt the eye creature immediately, then once you get back to town and rest, we'll head into a few days of downtime within the game. It will be a chance to role-play some outcomes to your decisions with the townspeople, and some other bits and pieces, so you'll have time - in character and out-of-character - to discuss what you want to do next. I'll post more information at the time, but just to let you know that you don't need to decide anything major right now. And yes, you have accounted for all the Redbrands. :)
I'll admit I'm no expert but I believe he said that's an exit. Best we head back to town and make sure Eyeball ain't gobblin' up the village kids. Vaz hefts his wineskin and heads down the tunnel, when he gets to the exit he will give a whistle for Soodi. If she shows he will get some help shlepping Omyn onto her back and head into town.
"Right...Strix has got the gobo but do we wanna fix it's arm? I'll be happy to break it again tomorrow if the little green shite loses his charm"
Scupper winks at Incantus and makes for town.
"Pretty sure that dwarven bartender owes me some gold and that halfling dryshite owes me an apology!"
Varinth, Soodi alas does not come when you whistle - she may be a little too far away. But you bring Omyn anyway, tied up. He doesn't protest, and seems happy not to be left to perish in the jail cell. You drop Omyn off at the Townmaster's Hall, where Hester the halfling townmaster is keeping watch on the other Redbrands in their cells. They are all still snoozing drunkenly, unaware of their changed circumstances.
It's the middle of the night; few people are awake. Do you want to speak to Hester? If not, where do you wish to go next?
"Oi! Vaz...see a town bell we can ring? I feel like I was expecting a bit more o' the welcome party."
Scupper looks around near the jail for some kind of town alarm bell or official meeting bell...
Scupper, make a Perception check.
Perception 22
Scupper, at the back of the Townmaster's Hall, on the way out after dropping off Omyn, you do notice a large gong, covered in a black sheet. It's an odd choice for a town like this, but it probably would serve as an alarm bell. From the dust covering it, you would guess that it's never been used and you can't be sure what reaction you will get if you start banging it, but the choice is yours.
Let 'em sleep Mister Scupper. It's only a little while till sun up. I'm gunna go to my room and pass out.
Varinth heads to his room trying not to wake Strix if he's already asleep. Stealth 18
and promptly passes out.
I was gonna say, I wanna find Blinky
Incantis muses half-triumphantly as the party finish scouring the redbrand manor. He scratches his chin when they find no trace of the eye monster, deciding to aid in the search efforts. As they approach the bell, "Pause my friend and wait a bit 'afore you ring that bell, it looks unused and what it signs I don't think we can tell. I am dismayed as much as you at lack of thankful song, but heed what portents you will warn in ringing yonder gong."
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
"Oh also I think we should look for Blinky."
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
Wisdom check 11 vs 15
Strix turns over and mumbles "schnubbiddy schnub schnub....3 Gold Pieces????.... Why, I have never been so flubbaflubbb..." before returning to his slumber.
Strix, Shifter Shadow Monk in Lost Mines of Phandelver ¦ Sihegiall Human Soulknife Rogue in In Search of Molly McGuffin
Strix and Varinth, you are able to make your way back to the inn and rest for the night. The innkeeper is still in the common room when you arrive, dozing but you are able to waken him with a bit of knocking at the door, and he sleepily allows you in. He doesn't seem interested in asking any questions until the morning.
Do you all leave the Townmaster's Hall and go back to the inn to sleep?
Zoria follows back to the inn.
Published Subclasses
Tolben the Innkeeper looks a little alarmed as you attempt to enter. Um, madam? Do you, um, want a room inside? Or, um, we have a stable out back, though no horses at the moment. He looks really uncertain of what he should say.
"Don't worry friend, a common question for my people," she looks around. "An empty stable you say? Well I'll tell you what. How about you give me a few gold pieces and I'll stay in the stable and make sure no riff raff gets in there causing trouble? This is what's called, a win-win."
If a check is needed, I'll cast guidance before doing so: 6
Published Subclasses