(So I've got two who want to head for the Sleeping Giant Taphouse to look for Raldaen. Anyone else? You last saw him about 3 hours ago...Or do we skip to the morning and check out the shed, followed by the tunnel Carp found?)
"Well, I didn't think about the possibility of Raldaen being in trouble, just drunk. Now that you mention it, though, I realize that we have been asking questions around town and that could alert the wrong sorts of people. Maybe we should stick together. I'll go with you to search for him."
Bankur nods "We should go look for friend Raldaen. Although I have no doubt he can take care of himself, we need to stick together as a group. Onwards we go!"
The group eats a hasty meal (one must keep their energy up, after all!) before heading off to the Sleeping Giant in search of Raldaen. One or two townsfolk confirm that an outsider fitting his description was wandering drunk towards the taphouse, but nobody goes near the place on account of the redbrands.
If you make a DC13 Perception check:
As you near the tavern, you notice a spot in the street that doesn't match the area around it - almost as if somebody had hastily tried to cover up something.
If the roll exceeds DC16, read both spoilers:
Despite the effort to hide any evidence, you can still spot drops of blood on the dirt road that were missed. There must have been a fight here recently! And over there, leading towards Tresendar Manor, you can make out what looks like drag marks in the dry ground.
If you continue towards the Sleeping Giant:
The Sleeping Giant is a ramshackle taproom at the east end of town. Four human ruffians linger on the covered porch, perched on empty ale barrels or leaning against the wall. They all wear grimy scarlet cloaks, their sullen stares fixed on you as you approach.
One of the thugs spits on the ground. “Well, well,” he snarls. “Here’s a whole pack of little puppies. What do you want, puppies? Come here to bark at us?”
Salty Joe draws his rapier and whistles to the crew. He makes an effort to show that he isn't speaking for stealth reasons and points towards the blood trail he found. Following the trail, he casually saunters9 into the shadows and thinks about his time with Quartermaster Flynn
This post has potentially manipulated dice roll results.
Upon the warning from Salty Joe, Rand pauses and looks at Bankur, Penumbra, and Tarin. "I'm not sure what alerted Salty, but let's hang back and give him a minute. Be ready for trouble. Times like these, I wish I could take to the shadows like that. Still, best to try not to be seen." With that, Rand moves to the side of the street, trying to find an inconspicuous place wait for Salty to report back (stealth: 3)
This post has potentially manipulated dice roll results.
(Stealth check: 17)
Bankur, chuckling softly at Rand's bumbling attempt at stealth, follows Rand into the shadows of the side street while equipping his shield and mace. In the process of trying to move quietly and equip his weapon at the same time, Bankur trips on a very obvious, rather large stone laying in the street, barely stopping himself from falling by gripping Rand's sleeve.
Whispering to Rand, Bankur says "My friend, you and I are meant to be fighters not sneakers. I am very glad of such, because our sneaking skills need much work... "
"I wonder what it is that has friend Joe so cautious... Something does seem odd with this part of the street, but I can't seem to locate what he is pointing to... can you?"
The Sleeping Giant is a ramshackle taproom at the east end of town. Four human ruffians linger on the covered porch, perched on empty ale barrels or leaning against the wall. They all wear grimy scarlet cloaks, their sullen stares fixed on you as you approach. As you try to sneak into the shadows, the four armed ruffians get up from their resting places and come towards you. One of the ruffians spits on the ground. “Time for you to move on, strangers. Give us your stuff, and be on your way.”
(Salty Joe [and Penumbra] manage to hide before the ruffians notice you, but Bankur and Rand's stealth stumbles got their attention =)
This post has potentially manipulated dice roll results.
(OOC: Well, that response seems to point toward immanent conflict. Maybe I can get something out of them before it comes to blows. Rhanloi, Can we tell how many people are inside and whether we could expect these four to get reinforcements if a loud battle rages outside? If that tavern pours out ruffians against us, I'd consider running for now.)
Rand slowly draws his sword as the ruffians approach, and leans the tip toward the ground to stand in an unthreatening pose. "Well, now, you want this old thing? While it certainly isn't worth much, the only way I would give it to you would be with the pointy tip sheathed in your gut. But hold on, No need for a fight. We're looking for a no good pirate-wanna-be. He wandered this way drunk, not too long ago, and we have... business with him." (Persuasion: 14)
The ruffians laugh cruelly. "Well, looks like you've missed him. Think he said he was leaving town..."They draw their weapons and move into fighting positions. "Last chance to walk away from this with all your parts. Give us your coin, your weapons, and that fancy armor - now!"
(You know where this is heading... Initiative! Penumbra and Salty Joe get a surprise round and can attack with advantage the first round.)
Bankur Init: 18
Penumbra Init: 23
Rand Init: Unable to parse dice roll.
Salty Joe Init: 15
Tarin Init: 3
Redbrand Init: 6
(Forgot to answer the other question...sorry! The Sleeping Giant appears to be empty - you'll only be facing these four @$$#@^$ =)
Redbrands' DC13 Dex save: 4(If they fail, you have [Tooltip Not Found] on attacks for the next minute!)
The ruffians are surprised by an arrow coming from seemingly nowhere and hitting the leader in the chest, and then (possibly) being outlined in a rich violet aura! But they are vicious brutes, and continue their attack, each targeting one of you...
vs. Penumbra - Redbrand1 attack1: Attack: 13 Damage: 4 ; Redbrand1 attack2: Attack: 17 Damage: Unable to parse dice roll.
Penumbra bares her teeth at the Redbrand who hit her, hiding her pain behind an unsettling grin. Still holding her bow in her left hand she draws her rapier with her right hand and thrusts the blade towards her opponent's vitals.
Attack: 17 Damage: 4
Sneak attack damage: 6
(She will then disengage using her Cunning Action and use her movement to fly onto a nearby roof if possible. If there is no low enough roof within range she will remain in the melee.)
This post has potentially manipulated dice roll results.
Rand's life flashes before his eyes. Again. He utters a prayer of vengeance that sounds like a throaty roar, hoping to at least cut down this bastard who has attacked him with what might be his last act. (casts Thunderous Smite as a bonus action, then attacks redbrand2: Great Sword Attack: 10 Damage: 9, Smite Damage: 9)
(edit: Because of great weapon fighting, I get to reroll that 1 in my damage: 5) (edit2: Well, that was almost as bad as I could roll, total damage: 14) (edit3: Wait, I had a crit hit and rolled THREE ones. I get to reroll the other two: 11) (edit4: Actual total damage: 19)
This post has potentially manipulated dice roll results.
"And that is why your lot is screwed"Salty Joe mocks ( 2 Wis Save DC 13) the redbrand engaged with Banker and gives Rand a Bardic inspiration. Afterwards he will duck behind a box in the alley.
Rollback Post to RevisionRollBack
I got alot a doods
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(So I've got two who want to head for the Sleeping Giant Taphouse to look for Raldaen. Anyone else? You last saw him about 3 hours ago...Or do we skip to the morning and check out the shed, followed by the tunnel Carp found?)
Love God. Love Others. Any Questions?
"Well, I didn't think about the possibility of Raldaen being in trouble, just drunk. Now that you mention it, though, I realize that we have been asking questions around town and that could alert the wrong sorts of people. Maybe we should stick together. I'll go with you to search for him."
Bankur nods "We should go look for friend Raldaen. Although I have no doubt he can take care of himself, we need to stick together as a group. Onwards we go!"
The group eats a hasty meal (one must keep their energy up, after all!) before heading off to the Sleeping Giant in search of Raldaen. One or two townsfolk confirm that an outsider fitting his description was wandering drunk towards the taphouse, but nobody goes near the place on account of the redbrands.
If you make a DC13 Perception check:
As you near the tavern, you notice a spot in the street that doesn't match the area around it - almost as if somebody had hastily tried to cover up something.
If the roll exceeds DC16, read both spoilers:
Despite the effort to hide any evidence, you can still spot drops of blood on the dirt road that were missed. There must have been a fight here recently! And over there, leading towards Tresendar Manor, you can make out what looks like drag marks in the dry ground.
If you continue towards the Sleeping Giant:
The Sleeping Giant is a ramshackle taproom at the east end of town. Four human ruffians linger on the covered porch, perched on empty ale barrels or leaning against the wall. They all wear grimy scarlet cloaks, their sullen stares fixed on you as you approach.
One of the thugs spits on the ground. “Well, well,” he snarls. “Here’s a whole pack of little puppies. What do you want, puppies? Come here to bark at us?”
Love God. Love Others. Any Questions?
perception 18
Salty Joe draws his rapier and whistles to the crew. He makes an effort to show that he isn't speaking for stealth reasons and points towards the blood trail he found. Following the trail, he casually saunters 9 into the shadows and thinks about his time with Quartermaster Flynn
I got alot a doods
Perception: 16
(Perception check 15)
Upon the warning from Salty Joe, Rand pauses and looks at Bankur, Penumbra, and Tarin. "I'm not sure what alerted Salty, but let's hang back and give him a minute. Be ready for trouble. Times like these, I wish I could take to the shadows like that. Still, best to try not to be seen." With that, Rand moves to the side of the street, trying to find an inconspicuous place wait for Salty to report back (stealth: 3)
(Stealth check: 17)
Bankur, chuckling softly at Rand's bumbling attempt at stealth, follows Rand into the shadows of the side street while equipping his shield and mace. In the process of trying to move quietly and equip his weapon at the same time, Bankur trips on a very obvious, rather large stone laying in the street, barely stopping himself from falling by gripping Rand's sleeve.
Whispering to Rand, Bankur says "My friend, you and I are meant to be fighters not sneakers. I am very glad of such, because our sneaking skills need much work... "
"I wonder what it is that has friend Joe so cautious... Something does seem odd with this part of the street, but I can't seem to locate what he is pointing to... can you?"
The Sleeping Giant is a ramshackle taproom at the east end of town. Four human ruffians linger on the covered porch, perched on empty ale barrels or leaning against the wall. They all wear grimy scarlet cloaks, their sullen stares fixed on you as you approach. As you try to sneak into the shadows, the four armed ruffians get up from their resting places and come towards you. One of the ruffians spits on the ground. “Time for you to move on, strangers. Give us your stuff, and be on your way.”
(Salty Joe [and Penumbra] manage to hide before the ruffians notice you, but Bankur and Rand's stealth stumbles got their attention =)
Love God. Love Others. Any Questions?
(Sorry for the delay, things have bern nuts lately.)
stealth: 21
(OOC: Well, that response seems to point toward immanent conflict. Maybe I can get something out of them before it comes to blows. Rhanloi, Can we tell how many people are inside and whether we could expect these four to get reinforcements if a loud battle rages outside? If that tavern pours out ruffians against us, I'd consider running for now.)
Rand slowly draws his sword as the ruffians approach, and leans the tip toward the ground to stand in an unthreatening pose. "Well, now, you want this old thing? While it certainly isn't worth much, the only way I would give it to you would be with the pointy tip sheathed in your gut. But hold on, No need for a fight. We're looking for a no good pirate-wanna-be. He wandered this way drunk, not too long ago, and we have... business with him." (Persuasion: 14)
Salty shakes his head from the shadows.
I got alot a doods
The ruffians laugh cruelly. "Well, looks like you've missed him. Think he said he was leaving town..." They draw their weapons and move into fighting positions. "Last chance to walk away from this with all your parts. Give us your coin, your weapons, and that fancy armor - now!"
(You know where this is heading... Initiative! Penumbra and Salty Joe get a surprise round and can attack with advantage the first round.)
Bankur Init: 18
Penumbra Init: 23
Rand Init: Unable to parse dice roll.
Salty Joe Init: 15
Tarin Init: 3
Redbrand Init: 6
(Forgot to answer the other question...sorry! The Sleeping Giant appears to be empty - you'll only be facing these four @$$#@^$ =)
Love God. Love Others. Any Questions?
Penumbra lets an arrow fly from the shadows, aiming at the lead Redbrand.
Attack: 23 Damage: 5
Assuming advantage since Penumbra is hidden, eneak attack damage: 3
Salty Joe whistles a note and faerie fire (Dex Save DC 13) erupts around the thugs.
I got alot a doods
Redbrands (-7 / -0 / -0 / -0); Penumbra (17/17); Rand (18/18); Tarin (12/12); Salty Joe (17/17); Bankur (17/17)
Redbrands' DC13 Dex save: 4 (If they fail, you have [Tooltip Not Found] on attacks for the next minute!)
The ruffians are surprised by an arrow coming from seemingly nowhere and hitting the leader in the chest, and then (possibly) being outlined in a rich violet aura! But they are vicious brutes, and continue their attack, each targeting one of you...
vs. Penumbra - Redbrand1 attack1: Attack: 13 Damage: 4 ; Redbrand1 attack2: Attack: 17 Damage: Unable to parse dice roll.
vs. Rand - Redbrand2 attack1: Attack: 22 Damage: 7 ; Redbrand2 attack2: Attack: 6 Damage: 4
vs. Tarin - Redbrand3 attack1: Attack: 21 Damage: 4 ; Redbrand3 attack2: Attack: 19 Damage: 4
vs. Bankur - Redbrand4 attack1: Attack: 14 Damage: 5 ; Redbrand4 attack2: Attack: 14 Damage: 5
Redbrands (-7 / -0 / -0 / -0); Penumbra (12/17); Rand (3/18); Tarin (0/12); Salty Joe (17/17); Bankur (14/17)
>You have advantage on attacks!<
Love God. Love Others. Any Questions?
Penumbra bares her teeth at the Redbrand who hit her, hiding her pain behind an unsettling grin. Still holding her bow in her left hand she draws her rapier with her right hand and thrusts the blade towards her opponent's vitals.
Attack: 17 Damage: 4
Sneak attack damage: 6
(She will then disengage using her Cunning Action and use her movement to fly onto a nearby roof if possible. If there is no low enough roof within range she will remain in the melee.)
Rand's life flashes before his eyes. Again. He utters a prayer of vengeance that sounds like a throaty roar, hoping to at least cut down this bastard who has attacked him with what might be his last act. (casts Thunderous Smite as a bonus action, then attacks redbrand2: Great Sword Attack: 10 Damage: 9, Smite Damage: 9)
(edit: Because of great weapon fighting, I get to reroll that 1 in my damage: 5)
(edit2: Well, that was almost as bad as I could roll, total damage: 14)
(edit3: Wait, I had a crit hit and rolled THREE ones. I get to reroll the other two: 11)
(edit4: Actual total damage: 19)
"And that is why your lot is screwed" Salty Joe mocks ( 2 Wis Save DC 13) the redbrand engaged with Banker and gives Rand a Bardic inspiration. Afterwards he will duck behind a box in the alley.
I got alot a doods