'With a nod at having the ever reliable Airus once again present, Vassa nods good naturedly at Raener, replying with exagerated embarrassment and a teasing wink at Asa,'
"Ohh, my apologies, noble Raener. We must have been overcome by the news that we were in such esteemed company and forgotten to mention the fact. We are travelling with not one, but two nobles of Waterdeep, after all.
Our employer in this endeavour is no less than the preeminent Volothamp Geddarm, most notable explorer and writer of puissant travel guides. Another friend of yours, I assume?"
[OOC] Despite his jovial tone, Vassa will observe the noble's reaction to the news closely: insight check: 18
At the mention of Volothamp's name a smile breaks out on Raener's face. "I should have guessed it'd be Volo. I'll have to thank him when this is all over."
The group searches some time for any hidden or secret doors but it turns out to be fruitless endeavor. At Vassa's mention of the stairs, Lockbox mutters something about needing to use his axe and starts walking in that direction.
"Wait, Locky! Assuming that Krentz himself isn't down there, we might be able to secure Floon's release without a bloodbath. However small the chance, we should at least attempt it.
And even should the coming encounter degenerate into violence, a little subterfuge might at least earn us the element of surprise. Don't look so sad, Locky. I'm sure that this will fail spectacularly, so please have your axe at the ready. If things go South or I say the words, "... shame about the colour!" then unleash your fury at will.
If you're face is known to these neer'do'wells, maybe pull your hoods down low."
Vassa says the last with a glance at Silver and Raener. Ever confident and further emboldened by his disguises success on Stagrik, the outlandish bard smiles at Asa as he swallows audibly and checks his loaded crossbow before tucking it into his cloak. He then steps around Kestrell to walk down the stairs immediately behind Lockbox, his back straight and shoulders squared, head up high and his own hood pulled down slightly.
[OOC] Vassa is trying to get everyone on board with pretending to be his entourage as they go into the Xanathar Guild hideout, to attempt to deception, persuade or intimidate Floon's release depending on the situation they find. He doesn't REALLY expect it to work, but figures that if he can sow a little confusion, his allies might be able to get into a better position and maybe even land some suprise blows, etc.
Rollback Post to RevisionRollBack
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
The party lines up with Vassa leading the way and Lockbox a step behind, axe in hand. The stairs go down a floor and then the passage cuts 90 degrees to the right. After another 40 or so feet the party enters into a sleeping chamber via the northwest corner. Inside the room there sit six tattered, straw-stuffed mattresses and nothing of value. You hear the sounds of two people arguing in the next room over coming through the only other door in the room.
The party lines up with Vassa leading the way and Lockbox a step behind, axe in hand. The stairs go down a floor and then the passage cuts 90 degrees to the right. After another 40 or so feet the party enters into a sleeping chamber via the northwest corner. Inside the room there sit six tattered, straw-stuffed mattresses and nothing of value. You hear the sounds of two people arguing in the next room over coming through the only other door in the room.
'Hearing the still indistinct voices, Vassa cups his ear and nods towards the door as he looks at Kes and Silver, before making way for one of his stealthy allies as he whispers to the rest of the party,'
"Okay, sounds like they're already bickering amongst themselves, which should be good for us. As discussed, let me try to sow further confusion and we'll see what happens... but be ready."
[OOC] Vassa is performing the help action for Kes or Silver to perceive what is being said.
Depending on what is heard (if anything) and what his allies do, the bard is then planning to lead the way into the chamber beyond.
Rollback Post to RevisionRollBack
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
As Kestrell listens at the door he hears something being moved around in the next room as well as a familiar voice telling someone that their idea won't work. The voice is urging someone to plug the gap under the door. At first you think it's the door you're standing at that's being referred to but then you realize the voices are coming from further away than that. And, judging from the sound of frustration in the voice, the other occupant in the room isn't listening.
"Quiet! I can't hear anything. Oh there, we go. One of the voices is familiar. I know I've heard it before. I'm not sure where though! They want to plug the gap under this door...No, must be another door in there. They sound preoccupied, this is a good time to go in!"
"Quiet! I can't hear anything. Oh there, we go. One of the voices is familiar. I know I've heard it before. I'm not sure where though! They want to plug the gap under this door...No, must be another door in there. They sound preoccupied, this is a good time to go in!
"Okay, Kes. Alright team... let's do this!"
'Vassa squares his shoulders, adopting as best he can the mannerisms (walk, posture and overall demeanor) of Krentz before leading the way into the room beyond.'
[OOC] performance check (with advantage for the disguise): 23
[OOG] I've got a bad feeling about this... totally META, but that familiar voice probably belongs to Krentz... of course Vassa doesn't know this, so tally-ho we go.
Rollback Post to RevisionRollBack
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
As you enter the next room quickly and quietly you see that there are two people trying to barricade a door in the north east corner of the room. One is an older duergar, probably the Zemk character Stagrik mentioned, and the other is a bandit with eye tattoos on his head, Krentz. As you all file into the room the two Xanathar goons turn to face you. Upon seeing Vassa, both have a look of shock and confusion on their own faces.
[OOC] Proceed with the RP b/c I really want to see Vassa talk his way out of this. But in case he fails, let's get some initiative rolls going. Here's the characters that I know are AFK plus the NPCs.
This post has potentially manipulated dice roll results.
'Striding in confidently to stand face-to-face with Krentz, Vassa points accusingly at the bald headed goon and says in his best Krentz voice,'
"See! It's just as I told you. The lords of Waterdeep have taken to hiring dopplegangers to impersonate us in an attempt to undermine the Guild! The bastards! And here stands one before us wearin' me own damned face, just like that worm Stagrik said was 'ere!
Zemk, get away from that foul creature quick... before it takes yer measure, copies yer face and consumes yer SOULLLL!"
[OOC] deception check (with advantage because of all dem layers... hopefully, lol): 27
[OOG] These rolls are going FAR too well... I'm just waiting for the penny to drop, lol.
*Vassa's BS is going to catch up with him BIG TIME, but that day may not be this day. :D
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
This post has potentially manipulated dice roll results.
Zemk insight check: 17 Krentz int check: 3
Zemk looks to Vassa and then back at Krentz with an expression of confusion slowly turning to horror. Then slowly starts trying to step away from Krentz.
Krentz is busy staring at the group walking into the room. He's looking back and forth and then he points to Lockbox. "You! I saw you." Then he looks to across the group again, pointing excitedly, "Y'all are the ones who helped that blasted half-orc at The Yawning Portal!" Krentz finally looks over to Zemk to explain and sees the look of horror on the duergar's face for the first time.
"I am Krentz you dern fool. Don't let listen to them, I'll prove it. Ask me anything that only I would know! "
Suddenly Renaer takes a small step forward and yells "Stop your lies soul stealer!" and throws a dagger at Krentz's throat.
This post has potentially manipulated dice roll results.
"Be fast, Zemk. Silence him quick. Don't ye fall for this doppleganger's trick!"
'Continuing his act for the benefit of the duergar, Vassa directs his satin smooth words towards the incredulous Krentz, using the rhyme and cadence of his bardic magic to further mock the frustrated gangster. Then, taking the chance that Zemk has fallen for the ruse, the bard steps around Krentz to block his possible escape through the room's other door, simultaneously putting himself between the thug leader and Asariel.'
[OOC] Vassa casts vicious mockery at Krentz requiring a wisdom save DC15. If Krentz fails, he will have disadvantage on his 1st attack during the next round and take 2 psychic damage.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
While Krentz is trying to remove Renaer's dagger from his neck Vassa's bardic attack hits causing Krentz to drop to one knee and grab his head in pain.
Unfortunately it was at this point that Aenio throws a mote of fire straight at him. This results in the quiet wizard's fire only burning Krentz's left hand as he was holding against his head.
As quick as it happened, the pain passes and a very scared and pissed off Krentz stands back drawing his sword only to meet Locky's axe as it fell. With the yell of "Die soul stealer!" Lockbox cleaves Krentz's head into two. The thug falls to the floor in a lifeless heap.
An awkward silence sets in for a moment as everyone takes in what just happened. Zemk looks to the group, looks at the body, looks back at the group with growing realization on his face. He knows which was the real Krentz now. You all know he knows. He knows you know he knows.
Zemk speaks softly, "Thank you... Krentz for saving me from this dopple-thing. If it's all the same to you, I think I'll go have me a drink now. Somewhere on the other side of town. I don't think I'll be back here for a day or two." Looking pointedly at the door Vassa stands near he says, "May you find what you're looking for." Zemk then nervously starts to walk toward the door the party had entered through.
[OOC] We are still in combat, but we'll say speaking is a free action that can be done outside of turn order in case anyone wants to say anything. Kestrell's up next.
While Krentz is trying to remove Renaer's dagger from his neck Vassa's bardic attack hits causing Krentz to drop to one knee and grab his head in pain.
Unfortunately it was at this point that Aenio throws a mote of fire straight at him. This results in the quiet wizard's fire only burning Krentz's left hand as he was holding against his head.
As quick as it happened, the pain passes and a very scared and pissed off Krentz stands back drawing his sword only to meet Locky's axe as it fell. With the yell of "Die soul stealer!" Lockbox cleaves Krentz's head into two. The thug falls to the floor in a lifeless heap.
An awkward silence sets in for a moment as everyone takes in what just happened. Zemk looks to the group, looks at the body, looks back at the group with growing realization on his face. He knows which was the real Krentz now. You all know he knows. He knows you know he knows.
Zemk speaks softly, "Thank you... Krentz for saving me from this dopple-thing. If it's all the same to you, I think I'll go have me a drink now. Somewhere on the other side of town. I don't think I'll be back here for a day or two." Looking pointedly at the door Vassa stands near he says, "May you find what you're looking for." Zemk then nervously starts to walk toward the door the party had entered through.
[OOC] We are still in combat, but we'll say speaking is a free action that can be done outside of turn order in case anyone wants to say anything. Kestrell's up next.
Vassa holds his ground blocking the one door, holding one hand up outstretched towards Zemk in a 'stop' gesture while the other hand visibly draws his crossbow from within his cloak, though the bard holds it pointed at the other door that the duergar was walking towards, growling,'
"HOLD, Zemk. It appears that our little ruse is up, which is fine. While we have you massively outnumbered, there is no reason why we can't all walk away from this with what we want... IF you cooperate. We're going to have a little chat first and THEN you will be likely free to go on your merry way.
First order of business - drop your possessions, NOW! And I mean everything, but especially your weapons, pouches and any magic that you might be carrying. You may get it all, most or some of it back, but that will depend on your cooperation and how generous we're feeling.
My companions might also have questions for you, but let's start our little chat with these - first, EXACTLY where is Floon being kept. Second, who and how many of your fellows will we have to go through to resuce him. Third, why were you and Krentz barricading that door... what's behind it?
Oh, and keep in mind that we're working to a schedule and running late, so DON'T keep us waiting further with anything short of absolute and speedy honesty. Or this wee chat might have an ENDING that you don't find favourable...
Vassa says the last sentence in a dark tone and leading fashion, particularly the word "ENDIING", as the half-drow grimly watches Locky pull his axe from Krentz's corpse.
[OOC] intimidation check (hopefully with advantage from the blood spattered Locky's help) to get Zemk to stop, drop his gear and answer their questions: 15
RP deception check for Vassa to hide his distaste and queasiness at the sight of Locky withdrawing his axe from Krentz's head: 14
[OOG] Vassa picks up Zenk's signal that Floon is likely through the nearby door, but he wants to know if they have yet more chambers/tunnels to go down and how many other Xanathar thugs they'll have to go through to rescue the noble. Oh, and LOOT! :P
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
This post has potentially manipulated dice roll results.
Letting Vassa try out his plans - Silver just pulls up his face mask again and nods. As the incident began he was pretty impressed until he saw Krentz and the feeling of dread hit. As the situation escalated to combat he just drew his sword.
Zemk doesn't seemed surprised by Vassa's questions. He keeps his eyes on Lockbox as he carefully pulls out a couple daggers and a coin purse and drops them to the floor.
"Your friend is being tourtured in the next chamber. Follow yonder door, it'll lead to a long hall which opens into an even longer room. You're friend is in there with Grum’shar and a mindflayer named Nihiloor. There was talk of using an intellect devourer on him so you may want to hurry."
"As for that door, " Zemk points to the one that's been barricaded, "there's a blasted gray ooze in there and it's already killed the two goblins I sent in after it. As you can see" he points to his daggers on the floor, "I don't have the equipment to fight such a creature. Now, I've answered your questions. If you'd be so kind as to let me take my coin and go spend it to get black out drunk for the next few days so that I can forget about what your friend did to Krentz , I'd appreciate it."
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Campaigns: DM - Waterdeep Dragon Heist PbP
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At the mention of Volothamp's name a smile breaks out on Raener's face. "I should have guessed it'd be Volo. I'll have to thank him when this is all over."
The group searches some time for any hidden or secret doors but it turns out to be fruitless endeavor. At Vassa's mention of the stairs, Lockbox mutters something about needing to use his axe and starts walking in that direction.
Campaigns:
DM - Waterdeep Dragon Heist PbP
Kestrell follows 10 feet behind Lockbox.
"You flush 'em out Locky!"
"Wait, Locky! Assuming that Krentz himself isn't down there, we might be able to secure Floon's release without a bloodbath. However small the chance, we should at least attempt it.
And even should the coming encounter degenerate into violence, a little subterfuge might at least earn us the element of surprise. Don't look so sad, Locky. I'm sure that this will fail spectacularly, so please have your axe at the ready. If things go South or I say the words, "... shame about the colour!" then unleash your fury at will.
If you're face is known to these neer'do'wells, maybe pull your hoods down low."
Vassa says the last with a glance at Silver and Raener. Ever confident and further emboldened by his disguises success on Stagrik, the outlandish bard smiles at Asa as he swallows audibly and checks his loaded crossbow before tucking it into his cloak. He then steps around Kestrell to walk down the stairs immediately behind Lockbox, his back straight and shoulders squared, head up high and his own hood pulled down slightly.
[OOC] Vassa is trying to get everyone on board with pretending to be his entourage as they go into the Xanathar Guild hideout, to attempt to deception, persuade or intimidate Floon's release depending on the situation they find. He doesn't REALLY expect it to work, but figures that if he can sow a little confusion, his allies might be able to get into a better position and maybe even land some suprise blows, etc.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
"Oh! That's a good idea. It's worth a try at least."
Kestrell follows Vassa.
The party lines up with Vassa leading the way and Lockbox a step behind, axe in hand. The stairs go down a floor and then the passage cuts 90 degrees to the right. After another 40 or so feet the party enters into a sleeping chamber via the northwest corner. Inside the room there sit six tattered, straw-stuffed mattresses and nothing of value. You hear the sounds of two people arguing in the next room over coming through the only other door in the room.
Campaigns:
DM - Waterdeep Dragon Heist PbP
'Hearing the still indistinct voices, Vassa cups his ear and nods towards the door as he looks at Kes and Silver, before making way for one of his stealthy allies as he whispers to the rest of the party,'
"Okay, sounds like they're already bickering amongst themselves, which should be good for us. As discussed, let me try to sow further confusion and we'll see what happens... but be ready."
[OOC] Vassa is performing the help action for Kes or Silver to perceive what is being said.
Vassa's stealth: 20
Depending on what is heard (if anything) and what his allies do, the bard is then planning to lead the way into the chamber beyond.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
"Yes, this could work out well for us. Before we go in, let me listen and try to hear what they are arguing about."
[OOC]: Perception:24
[OOC] Perfect timing on that help action Vassa!
As Kestrell listens at the door he hears something being moved around in the next room as well as a familiar voice telling someone that their idea won't work. The voice is urging someone to plug the gap under the door. At first you think it's the door you're standing at that's being referred to but then you realize the voices are coming from further away than that. And, judging from the sound of frustration in the voice, the other occupant in the room isn't listening.
Campaigns:
DM - Waterdeep Dragon Heist PbP
"Quiet! I can't hear anything. Oh there, we go. One of the voices is familiar. I know I've heard it before. I'm not sure where though! They want to plug the gap under this door...No, must be another door in there. They sound preoccupied, this is a good time to go in!"
[OOC]: Yes, that came in handy!
"Okay, Kes. Alright team... let's do this!"
'Vassa squares his shoulders, adopting as best he can the mannerisms (walk, posture and overall demeanor) of Krentz before leading the way into the room beyond.'
[OOC] performance check (with advantage for the disguise): 23
[OOG] I've got a bad feeling about this... totally META, but that familiar voice probably belongs to Krentz... of course Vassa doesn't know this, so tally-ho we go.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
[OOC] Vassa, you knew he was here somewhere. lol.
As you enter the next room quickly and quietly you see that there are two people trying to barricade a door in the north east corner of the room. One is an older duergar, probably the Zemk character Stagrik mentioned, and the other is a bandit with eye tattoos on his head, Krentz. As you all file into the room the two Xanathar goons turn to face you. Upon seeing Vassa, both have a look of shock and confusion on their own faces.
[OOC] Proceed with the RP b/c I really want to see Vassa talk his way out of this. But in case he fails, let's get some initiative rolls going.
Here's the characters that I know are AFK plus the NPCs.
Aenio: 20
Lockbox: 16
Renaer: 24
Krentz: 4
Zemk: 13
Because this tends to take a while we'll just use this round of initiative rolls for the rest of the hideout.
Campaigns:
DM - Waterdeep Dragon Heist PbP
As Kestrell follows Vassa into the room, he shouts: "Krentz!" hoping to add to the general confusion and disarray.
Initiative: 15
'Striding in confidently to stand face-to-face with Krentz, Vassa points accusingly at the bald headed goon and says in his best Krentz voice,'
"See! It's just as I told you. The lords of Waterdeep have taken to hiring dopplegangers to impersonate us in an attempt to undermine the Guild! The bastards! And here stands one before us wearin' me own damned face, just like that worm Stagrik said was 'ere!
Zemk, get away from that foul creature quick... before it takes yer measure, copies yer face and consumes yer SOULLLL!"
[OOC] deception check (with advantage because of all dem layers... hopefully, lol): 27
[OOG] These rolls are going FAR too well... I'm just waiting for the penny to drop, lol.
*Vassa's BS is going to catch up with him BIG TIME, but that day may not be this day. :D
Initiative check: 20
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Zemk insight check: 17
Krentz int check: 3
Zemk looks to Vassa and then back at Krentz with an expression of confusion slowly turning to horror. Then slowly starts trying to step away from Krentz.
Krentz is busy staring at the group walking into the room. He's looking back and forth and then he points to Lockbox. "You! I saw you." Then he looks to across the group again, pointing excitedly, "Y'all are the ones who helped that blasted half-orc at The Yawning Portal!" Krentz finally looks over to Zemk to explain and sees the look of horror on the duergar's face for the first time.
"I am Krentz you dern fool. Don't let listen to them, I'll prove it. Ask me anything that only I would know! "
Suddenly Renaer takes a small step forward and yells "Stop your lies soul stealer!" and throws a dagger at Krentz's throat.
Attack: 17
Damage: 8
Vassa's Turn!
Campaigns:
DM - Waterdeep Dragon Heist PbP
"Be fast, Zemk. Silence him quick. Don't ye fall for this doppleganger's trick!"
'Continuing his act for the benefit of the duergar, Vassa directs his satin smooth words towards the incredulous Krentz, using the rhyme and cadence of his bardic magic to further mock the frustrated gangster. Then, taking the chance that Zemk has fallen for the ruse, the bard steps around Krentz to block his possible escape through the room's other door, simultaneously putting himself between the thug leader and Asariel.'
[OOC] Vassa casts vicious mockery at Krentz requiring a wisdom save DC15. If Krentz fails, he will have disadvantage on his 1st attack during the next round and take 2 psychic damage.
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Krentz wisdom save: 13
Aenio's Attack: 16
Aenio's Damage: 8
Lockbox's Attack: 20
Lockbox's Damage: 14
While Krentz is trying to remove Renaer's dagger from his neck Vassa's bardic attack hits causing Krentz to drop to one knee and grab his head in pain.
Unfortunately it was at this point that Aenio throws a mote of fire straight at him. This results in the quiet wizard's fire only burning Krentz's left hand as he was holding against his head.
As quick as it happened, the pain passes and a very scared and pissed off Krentz stands back drawing his sword only to meet Locky's axe as it fell. With the yell of "Die soul stealer!" Lockbox cleaves Krentz's head into two. The thug falls to the floor in a lifeless heap.
An awkward silence sets in for a moment as everyone takes in what just happened. Zemk looks to the group, looks at the body, looks back at the group with growing realization on his face. He knows which was the real Krentz now. You all know he knows. He knows you know he knows.
Zemk speaks softly, "Thank you... Krentz for saving me from this dopple-thing. If it's all the same to you, I think I'll go have me a drink now. Somewhere on the other side of town. I don't think I'll be back here for a day or two." Looking pointedly at the door Vassa stands near he says, "May you find what you're looking for." Zemk then nervously starts to walk toward the door the party had entered through.
[OOC] We are still in combat, but we'll say speaking is a free action that can be done outside of turn order in case anyone wants to say anything. Kestrell's up next.
Campaigns:
DM - Waterdeep Dragon Heist PbP
"Well, that escalated quickly."
[OOC] holding an attack in case zemk pulls some funny business.
Vassa holds his ground blocking the one door, holding one hand up outstretched towards Zemk in a 'stop' gesture while the other hand visibly draws his crossbow from within his cloak, though the bard holds it pointed at the other door that the duergar was walking towards, growling,'
"HOLD, Zemk. It appears that our little ruse is up, which is fine. While we have you massively outnumbered, there is no reason why we can't all walk away from this with what we want... IF you cooperate. We're going to have a little chat first and THEN you will be likely free to go on your merry way.
First order of business - drop your possessions, NOW! And I mean everything, but especially your weapons, pouches and any magic that you might be carrying. You may get it all, most or some of it back, but that will depend on your cooperation and how generous we're feeling.
My companions might also have questions for you, but let's start our little chat with these - first, EXACTLY where is Floon being kept. Second, who and how many of your fellows will we have to go through to resuce him. Third, why were you and Krentz barricading that door... what's behind it?
Oh, and keep in mind that we're working to a schedule and running late, so DON'T keep us waiting further with anything short of absolute and speedy honesty. Or this wee chat might have an ENDING that you don't find favourable...
Vassa says the last sentence in a dark tone and leading fashion, particularly the word "ENDIING", as the half-drow grimly watches Locky pull his axe from Krentz's corpse.
[OOC] intimidation check (hopefully with advantage from the blood spattered Locky's help) to get Zemk to stop, drop his gear and answer their questions: 15
RP deception check for Vassa to hide his distaste and queasiness at the sight of Locky withdrawing his axe from Krentz's head: 14
[OOG] Vassa picks up Zenk's signal that Floon is likely through the nearby door, but he wants to know if they have yet more chambers/tunnels to go down and how many other Xanathar thugs they'll have to go through to rescue the noble. Oh, and LOOT! :P
D&D is a game, but it's not just a game. It's the ultimate storyboard, a campfire to share with friends, an imaginary call to imaginary arms and a ship to sail to horizons yet undreamt of...
DM Trevails Upon the Trackless Sea
Letting Vassa try out his plans - Silver just pulls up his face mask again and nods. As the incident began he was pretty impressed until he saw Krentz and the feeling of dread hit. As the situation escalated to combat he just drew his sword.
[OOC] Initiative: 18
Campaigns:
Wildemount: The Felderwin Irregulars (2020) - Balassar Silverstone - Dragonborn Fighter (Rune Knight) Lv. 5 | Rise of TIamat - Aiwin Aralana - Wood Elf Fighter/Ranger (Arcane Archer/Gloom Stalker) Lv. 9
Zemk doesn't seemed surprised by Vassa's questions. He keeps his eyes on Lockbox as he carefully pulls out a couple daggers and a coin purse and drops them to the floor.
"Your friend is being tourtured in the next chamber. Follow yonder door, it'll lead to a long hall which opens into an even longer room. You're friend is in there with Grum’shar and a mindflayer named Nihiloor. There was talk of using an intellect devourer on him so you may want to hurry."
"As for that door, " Zemk points to the one that's been barricaded, "there's a blasted gray ooze in there and it's already killed the two goblins I sent in after it. As you can see" he points to his daggers on the floor, "I don't have the equipment to fight such a creature. Now, I've answered your questions. If you'd be so kind as to let me take my coin and go spend it to get black out drunk for the next few days so that I can forget about what your friend did to Krentz , I'd appreciate it."
Campaigns:
DM - Waterdeep Dragon Heist PbP