"This is sounding a little unhinged," Quillary says. "I'm not really one for sneaking, but I do have a magic that can help us, like it did back with the wererats."
(Pass Without Trace adds +10 to Stealth, but is no help when you can't stealth, like in a brightly lit room.)
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
Fel’rekt Lafeen: "I'm not the one suggesting sending only 2 to the Tower; you were the ones that said it... I'm not sure the 5 of you together will be able to defeat Sundeth and his pet.
(Waving the whistle in his hand.) "If you accept the offer, you only have to "sneak" your way in. The return trip (with the prisoners) will be assisted by our raid, to draw the Xanathar away from your position."
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Jorin thinks for a moment, "Perhaps our goal should be a quiet one to free the prisoners, rather than killing the wyvren, as much as I might like to do that. A short rest to mend our bones and then a sneak through the tower? Followed by the whistle to cover our escape"
(OOC: I get the impression that you all are still considering the situation and discussing it, which is fine. But let me know what will help in making a firm decision.
The drow will need some time to get organized. You can get a Short Rest. Or you can chose a Long Rest, but I will adjust the future encounters to account for the party being in better condition.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
Drusk will use a hit die to get back to full health.
Is Pascal rolling hit dice?
When he is done, is the party going to invade Skull Island, or do something else first?
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
As she rests, Quillary notes that it would be good to know how to get to the tower, rather than blundering about. She looks hopefully at our new drow friends.
Rollback Post to RevisionRollBack
ey/em/eirs, or they/them works, too (just not he). Role-playing since that keep on those borderlands. I love it so.
As she rests, Quillary notes that it would be good to know how to get to the tower, rather than blundering about. She looks hopefully at our new drow friends.
The drow pull out a map. They show it to you. They keep the map, but you have a long enough time to remember the major features.
(Not a spoiler, so view as much as you want. This was a way to keep the image from hogging the forum real estate. The map is from the Mad Mage hardcover, not the module.)
1 is the Murkspan Bridge, which is your way on the island.
The Tower is 9, at the south edge.
After the prisoners are free, you are heading to 3b, while the drow will be raiding 1 and 3a to divert attention.
Pascal sits, looking at his hibachi, “So what do y’all think? Should I bust out the little guy I got inside here?”
Drusk: "Not right now. I think we could use the additional firepower..." (confused, as something he just said seems off, but then continues) "... but a big bonfire in a dark cavern will draw everyone's attention to us. That would be bad.
"On the other hand, the drow mentioned the Tower is a hollowed column of natural rock, without windows. After we get inside, and the door is closed, if we have to fight, it would be good to summon your ally there."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
As talk of the plan begins, Hildigrim's head jerking slackens as he concentrates on the task at hand. He asks about the current in the waters following Jorin's suggestion. I see the arrows, but I'm also curious about the speed.
Are the arrows on the walls and towers arrow slits? If that's not something that should be known ahead of time, you could say so.
Hildigrim offers that if disguises would help, he does have a disguise kit. However, entering the water would undo anything he does.
Would "taking a prisoner to see Commander Sundeth" be a good plan? We have enough amulets for all but one. We could make the last look bloodied and beat up and lead him or her through the compound in plain sight. Since there are Xanathars in Waterdeep as well, it's possible not everyone would know everyone.
(Are you talking about getting onto the island? Amulets and crossing the bridge are the way to go.
This is a castle. Those arrows are arrow-slits. They will be watching for people approaching from the water, and the architecture is deliberately designed to make it difficult to get from water to dry land. If you try to swim in, besides the water being icy cold/dark/slimey/erratic currents, you will be "sitting ducks" for any defenders.)
Rollback Post to RevisionRollBack
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM) Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy) DM - Frontier City of Nunkreet (ended)
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"This is sounding a little unhinged," Quillary says. "I'm not really one for sneaking, but I do have a magic that can help us, like it did back with the wererats."
(Pass Without Trace adds +10 to Stealth, but is no help when you can't stealth, like in a brightly lit room.)
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Fel’rekt Lafeen: "I'm not the one suggesting sending only 2 to the Tower; you were the ones that said it... I'm not sure the 5 of you together will be able to defeat Sundeth and his pet.
(Waving the whistle in his hand.) "If you accept the offer, you only have to "sneak" your way in. The return trip (with the prisoners) will be assisted by our raid, to draw the Xanathar away from your position."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Jorin thinks for a moment, "Perhaps our goal should be a quiet one to free the prisoners, rather than killing the wyvren, as much as I might like to do that. A short rest to mend our bones and then a sneak through the tower? Followed by the whistle to cover our escape"
(OOC: I get the impression that you all are still considering the situation and discussing it, which is fine. But let me know what will help in making a firm decision.
The drow will need some time to get organized. You can get a Short Rest. Or you can chose a Long Rest, but I will adjust the future encounters to account for the party being in better condition.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Jorin doesn't need a long rest, so i'll leave the short vs. long up to the others in the group
OOC > Quillary just needs a short rest to get Wildshape back. Still has more than half her spell slots.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
OOC: Short rest will do me fine
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
Short rest, then. Need 22 hp to be full health.
13 + 10
And not that I'll need it, but I'll also use arcane recovery to get my spell slot back.
Quillary needs 18 hp to get back to normal, so she would take a few HD, too, if we successfully short rest.
3
7
7
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Jorin rolls himself some more meat for the meat shield...
12
12
6
14
Drusk will use a hit die to get back to full health.
Is Pascal rolling hit dice?
When he is done, is the party going to invade Skull Island, or do something else first?
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
As she rests, Quillary notes that it would be good to know how to get to the tower, rather than blundering about. She looks hopefully at our new drow friends.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
I will yes!
8
9
7
7
8
8
5
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
During their rest, Hildigrim begins his distracted looking about again, trying to catch the eyes he feels on the back of his neck.
Pascal sits, looking at his hibachi, “So what do y’all think? Should I bust out the little guy I got inside here?”
DM - Elustran Days ~ Fate/False Revelation
Rex'aliha - Hoard of the Dragon Queen ~ Mozu of Worms - The Stormpoint Mountains ~ Muireach Maon - Shepherd’s Crossing ~ Crownsguard - Storm King’s Thunder ~ Gunnar Wayland - Boats, Rocks, and Ruffians ~ POUF! - Ex-Ravens ~ Pascal LaRoux - Long Road Dragon Heist
The drow pull out a map. They show it to you. They keep the map, but you have a long enough time to remember the major features.
(Not a spoiler, so view as much as you want. This was a way to keep the image from hogging the forum real estate. The map is from the Mad Mage hardcover, not the module.)
1 is the Murkspan Bridge, which is your way on the island.
The Tower is 9, at the south edge.
After the prisoners are free, you are heading to 3b, while the drow will be raiding 1 and 3a to divert attention.
Drusk: "Not right now. I think we could use the additional firepower..." (confused, as something he just said seems off, but then continues) "... but a big bonfire in a dark cavern will draw everyone's attention to us. That would be bad.
"On the other hand, the drow mentioned the Tower is a hollowed column of natural rock, without windows. After we get inside, and the door is closed, if we have to fight, it would be good to summon your ally there."
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)
Quillary glances at the map, but is trying to rest, so she declines to discuss the best approach, leaving that to the others.
OOC > Her player thinks Pass Without Trace will be more helpful if we go between 3a and 5, rather than between 4 and 5.
ey/em/eirs, or they/them works, too (just not he).
Role-playing since that keep on those borderlands. I love it so.
Ya, sneak through the dock area. Are the seas to rough to try and swim to 3a and sneak the rest of that way?
As talk of the plan begins, Hildigrim's head jerking slackens as he concentrates on the task at hand. He asks about the current in the waters following Jorin's suggestion. I see the arrows, but I'm also curious about the speed.
Are the arrows on the walls and towers arrow slits? If that's not something that should be known ahead of time, you could say so.
Hildigrim offers that if disguises would help, he does have a disguise kit. However, entering the water would undo anything he does.
Would "taking a prisoner to see Commander Sundeth" be a good plan? We have enough amulets for all but one. We could make the last look bloodied and beat up and lead him or her through the compound in plain sight. Since there are Xanathars in Waterdeep as well, it's possible not everyone would know everyone.
(Are you talking about getting onto the island? Amulets and crossing the bridge are the way to go.
This is a castle. Those arrows are arrow-slits. They will be watching for people approaching from the water, and the architecture is deliberately designed to make it difficult to get from water to dry land. If you try to swim in, besides the water being icy cold/dark/slimey/erratic currents, you will be "sitting ducks" for any defenders.)
Beegred Thornpost - Lvl 8 Halfling Ranger - Out of the Abyss by Kerrec
Drusk - Lvl 8 Half-Orc Life Cleric - The Long Road: Dragon Heist by Mingofaust (player & current DM)
Hunferho Aelorothi - Lvl 5 Half-Elf Bard/Rogue - Baldur's Gate: Descent Into Avernus (by Pokepaladdy)
DM - Frontier City of Nunkreet (ended)