"These Redbrands.. they were drunk, weren't they? We probably didn't need to go as hard as we did but none of us were harmed so that's all well and good."
Garr keeps watch on the door they entered through, in case whatever was in the cavern followed them or reinforcements come.
The room is mainly empty, and looking around it seems to be a simple break room. All of the kegs are filled with booze, the same ones you've seen at the Sleeping Giant but not the same as those in the entrance. On the table where they were playing knucklebones is a pile of coins, some stained dirty and some even covered with dried blood but they all total to 75 cp, 55 sp, 22 ep, 15 gp, and a gold earring set with a tiny ruby.
Grum hears some deep voices from the door in the back, the words unintelligible. It seems the noise does not come from the area directly on the other side of the door but somewhat further off.
"More enemies up ahead, but from the sounds of it, not immediately through this door."
Grum continues, "Listen, I wondered about that creature and coming back to fight it later. We're in no state at the moment to risk an extra fight with an unknown entity. But I did wonder whether, once we've defeated this wizard, we might be able to offer the Redbrands we've spared a chance at redemption. At least, back when there were just two of them, the idea of taking them with us to fight that thing to earn their freedom, made sense. Now that there are four of them, seeing them free and trusting them to fight with us is a much bigger risk. The first two certainly seemed cowed into submission, but with four of them they might find more courage. Maybe we should just take them back to the Halia or the Townmaster when we're done here? What do you all think?"
Callie cleans and stows her weapons while everyone goes about the room doing their usual searches. Now that Grum has brought it front and center, she has to think over the prisoner question. There are undoubtedly ways to keep four Redbrands in line until they're needed, not least of which is to just keep them bound and disarmed until they needed to fight, but even this provides a few potentially deadly wrinkles. If the Redbrands are armed and freed all at once outside of the fissure, then why wouldn't they turn on the ones who brought them there? But if they're realeased, armed, and sent down one at a time, would they survive the thing in the fissure? Sending men to their deaths, especially for her own benefit or some "greater good," didn't seem right to the scout.
"I think that we should just drag them back to Halia. She probably knows the local law better than we do, and we still don't know if the Townmaster can be trusted to do anything about them. Then, we can deal with whatever's in the crevasse after we clear the place of Redbrands. Maybe. Eventually..."
"I agree with Callie. These thugs aren't above taking prisoners, even children. We cannot trust them even if they say they won't take up arms against us once we set them free. I also do not know much about this townmaster aside from the townspeople despising him for not doing anything about the Redbrands." Garr moves to the front of the door that Grum just listened to just as before, and opens it once everyone is finished.
<Squelch> considers the issue seriously before responding. Life should be valued, but all life ends and prolonging that end unnaturally is an abomination. <Garr's voice> "I agree with Callie."
<Squelch> then starts making the same strange gestures coupled with muttering in several languages and stops abruptly. <Grum's voice> "We're in no state at the moment to risk an extra fight with an unknown entity."
Through the door is another hallway similar to the one you came from before, except you are all at the end of it. A staircase to the left leads back to the other end of the cavern you were in before, and another door lies 10ft across from the room you're all in.
You currently hear two voices across the door, speaking in Goblin. They also sound similar to Klarg, from the Cragmaw Hideout you all cleared a while ago.
"Lick the floor! Hahahaha"
"Yes haha, now roll like a dog!"
You hear a figure seemingly rolling across the floor and panting like a dog.
Grum whispers, "I hear two voices, harsh, like Klarg's, maybe bugbears. Commanding something or someone to demeaning, pointless tasks. Sounds like they're obeying those orders. Could be that unhappy goblin that Grista mentioned? (Page 32 of the thread, I think for reference)
Callie once more readies her bow and takes up a position by the door, just as before. She nods at Garr and murmurs to the group. "If we are dealing with two bugbears, then we ought to try and take them down one at a time, and quickly. I'll follow your lead on this, Garr."
You swing open the door to reveal a barracks containing four roughly built wooden bunks, with heaped-up blankets and dirty dishes scattered about. A strong smell of unwashed bodies and rotten meat fills the air as you enter, and three tall, furry humanoids are lounging among the mess, barking orders at a sad little goblin in the corner. The sudden appearance of six tough-looking adventurers causes the goblin to faint.
The bugbears looks towards you angrily, and draw their morningstars. Please roll Initiative!
"These Redbrands.. they were drunk, weren't they? We probably didn't need to go as hard as we did but none of us were harmed so that's all well and good."
Garr keeps watch on the door they entered through, in case whatever was in the cavern followed them or reinforcements come.
The room is mainly empty, and looking around it seems to be a simple break room. All of the kegs are filled with booze, the same ones you've seen at the Sleeping Giant but not the same as those in the entrance. On the table where they were playing knucklebones is a pile of coins, some stained dirty and some even covered with dried blood but they all total to 75 cp, 55 sp, 22 ep, 15 gp, and a gold earring set with a tiny ruby.
Grum hears some deep voices from the door in the back, the words unintelligible. It seems the noise does not come from the area directly on the other side of the door but somewhat further off.
"More enemies up ahead, but from the sounds of it, not immediately through this door."
Grum continues, "Listen, I wondered about that creature and coming back to fight it later. We're in no state at the moment to risk an extra fight with an unknown entity. But I did wonder whether, once we've defeated this wizard, we might be able to offer the Redbrands we've spared a chance at redemption. At least, back when there were just two of them, the idea of taking them with us to fight that thing to earn their freedom, made sense. Now that there are four of them, seeing them free and trusting them to fight with us is a much bigger risk. The first two certainly seemed cowed into submission, but with four of them they might find more courage. Maybe we should just take them back to the Halia or the Townmaster when we're done here? What do you all think?"
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationCallie cleans and stows her weapons while everyone goes about the room doing their usual searches. Now that Grum has brought it front and center, she has to think over the prisoner question. There are undoubtedly ways to keep four Redbrands in line until they're needed, not least of which is to just keep them bound and disarmed until they needed to fight, but even this provides a few potentially deadly wrinkles. If the Redbrands are armed and freed all at once outside of the fissure, then why wouldn't they turn on the ones who brought them there? But if they're realeased, armed, and sent down one at a time, would they survive the thing in the fissure? Sending men to their deaths, especially for her own benefit or some "greater good," didn't seem right to the scout.
"I think that we should just drag them back to Halia. She probably knows the local law better than we do, and we still don't know if the Townmaster can be trusted to do anything about them. Then, we can deal with whatever's in the crevasse after we clear the place of Redbrands. Maybe. Eventually..."
"I agree with Callie. These thugs aren't above taking prisoners, even children. We cannot trust them even if they say they won't take up arms against us once we set them free. I also do not know much about this townmaster aside from the townspeople despising him for not doing anything about the Redbrands." Garr moves to the front of the door that Grum just listened to just as before, and opens it once everyone is finished.
<Squelch> considers the issue seriously before responding. Life should be valued, but all life ends and prolonging that end unnaturally is an abomination. <Garr's voice> "I agree with Callie."
<Squelch> then starts making the same strange gestures coupled with muttering in several languages and stops abruptly. <Grum's voice> "We're in no state at the moment to risk an extra fight with an unknown entity."
Through the door is another hallway similar to the one you came from before, except you are all at the end of it. A staircase to the left leads back to the other end of the cavern you were in before, and another door lies 10ft across from the room you're all in.
Grum will have a quick listen at the door ahead.
Perception: 23
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationYou currently hear two voices across the door, speaking in Goblin. They also sound similar to Klarg, from the Cragmaw Hideout you all cleared a while ago.
"Lick the floor! Hahahaha"
"Yes haha, now roll like a dog!"
You hear a figure seemingly rolling across the floor and panting like a dog.
Grum whispers, "I hear two voices, harsh, like Klarg's, maybe bugbears. Commanding something or someone to demeaning, pointless tasks. Sounds like they're obeying those orders. Could be that unhappy goblin that Grista mentioned? (Page 32 of the thread, I think for reference)
Garr, you want to take the door again?"
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation"Could be it. Defend yourselves if they attack but otherwise let's try not to hurt them."
Garr takes him up on the offer and assumes the same position as before, then swings open the door once everyone's ready with his crossbow drawn.
Callie once more readies her bow and takes up a position by the door, just as before. She nods at Garr and murmurs to the group. "If we are dealing with two bugbears, then we ought to try and take them down one at a time, and quickly. I'll follow your lead on this, Garr."
You swing open the door to reveal a barracks containing four roughly built wooden bunks, with heaped-up blankets and dirty dishes scattered about. A strong smell of unwashed bodies and rotten meat fills the air as you enter, and three tall, furry humanoids are lounging among the mess, barking orders at a sad little goblin in the corner. The sudden appearance of six tough-looking adventurers causes the goblin to faint.
The bugbears looks towards you angrily, and draw their morningstars. Please roll Initiative!
Bugbears: 3
Grum initiative: 13
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilationCallie initiative: 17
Garr initiative: 20
Initiative: 9
<Squelch> Initiative: 6
Initiative: 5
Grum grins menacingly at the bugbears and says in goblin as he draws his bow, "Sorry, were you expecting someone else?"
He fires at the closest bugbear.
Attack: 25 Damage: 7
Then Grum will back away from the door to allow others space to attack.
Mordekai | Tiefling Warlock/Bard (Lv.12) | Pizazz's Beyond
RavenloftAnnihilation