(Yep. Preferably somewhere out of sight with something to muffle any shouts)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
So Mina takes the Half-Orc over to a tree and ties her up while she is knocked out. By the looks of her, she will wake up in 20-25 minutes. The halfling will stay calm, not making any noise. What next?
(To the Camp with the halfling as a guide. Want to stop a way out before being noticed to tie up the halfling too so she doesn't give us away)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
(Are we looking to kill, capture, or report the camp? If attack and some may escape to cobtinue banditry. Report the location and bring our captives and we may get a bigger reward and/or backup.)
(DM: How big is the camp? What time of day? Any indication of numbers?)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
(Need some consensus from the party: A.) We attack and hope to not die. B.) We use the halfling to act as a bargaining chip to get close to the leader. C.) We go back to town and get reinforcements.)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This post has potentially manipulated dice roll results.
(Initiative 10. Since we're taking a bit of diplomacy, I'll hang in the back with bow-in-hand and Assist Fontane (for advantage on whatever skill check may be necessary))
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This was very stupid of me, I can't read, I read that you were gonna attack, now I see that you're going to do diplomacy. I feel like initiative isn't necessary.
So, you see that the camp is relatively small, a few tents around an unlit fire. There are four bandits around the fire pit, another four in the tents and two more patrolling around the camp, about 10 feet away from the camp. And in one of the tents, you see a female Aasimar in chainmail armor tied up. She doesn't seem to notice you yet, what do you do?
(Do these bandits look like the halfling we captured or the weaker cronies with her? I'll throw in a skill check if needed.)
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Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
(Anyone have objections to me slipping into the surrounding cover and laying down some cover? I may not be the most diplomatic.)
Rollback Post to RevisionRollBack
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
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(Yep. Preferably somewhere out of sight with something to muffle any shouts)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
So Mina takes the Half-Orc over to a tree and ties her up while she is knocked out. By the looks of her, she will wake up in 20-25 minutes. The halfling will stay calm, not making any noise. What next?
Fontanne comes back, dragging the other prisoner.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
The halfling continues to be as quiet as possible, as to not annoy her captors.
What do the four of you do next?
What do the four of you do next?
(To the Camp with the halfling as a guide. Want to stop a way out before being noticed to tie up the halfling too so she doesn't give us away)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
So the halfling leads the four of you to the camp, you are about 20 meters away, what do you do?
(Are we looking to kill, capture, or report the camp? If attack and some may escape to cobtinue banditry. Report the location and bring our captives and we may get a bigger reward and/or backup.)
(DM: How big is the camp? What time of day? Any indication of numbers?)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
So the camp is relatively small, there are a few tents around a campfire, with ten bandits there at most times.
So, what's your plan of attack, charge in or sneak in?
(Need some consensus from the party: A.) We attack and hope to not die. B.) We use the halfling to act as a bargaining chip to get close to the leader. C.) We go back to town and get reinforcements.)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
I vote B. Water is quite fond of taking the path of least resistance.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
So, if you guys are ready, why don't you roll initiative and make your first action
Initiative: 20
Search to see if I can determine the general layout of the camp.
"Any society that would give up a little liberty to gain a little security will deserve neither and lose both" -- allegedly Benjamin Franklin
Tooltips (Help/aid)
(Initiative 10. Since we're taking a bit of diplomacy, I'll hang in the back with bow-in-hand and Assist Fontane (for advantage on whatever skill check may be necessary))
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
This was very stupid of me, I can't read, I read that you were gonna attack, now I see that you're going to do diplomacy. I feel like initiative isn't necessary.
So, you see that the camp is relatively small, a few tents around an unlit fire. There are four bandits around the fire pit, another four in the tents and two more patrolling around the camp, about 10 feet away from the camp. And in one of the tents, you see a female Aasimar in chainmail armor tied up. She doesn't seem to notice you yet, what do you do?
(Do these bandits look like the halfling we captured or the weaker cronies with her? I'll throw in a skill check if needed.)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero
Definitely weaker than the halfling, all of them.
(Anyone have objections to me slipping into the surrounding cover and laying down some cover? I may not be the most diplomatic.)
Characters:
Grishkar Darkmoor, Necromancer of Nerull the Despiser
Kelvin Rabbitfoot, Diviner, con artist, always hunting for a good sale
Bründir Halfshield, Valor Bard, three-time Sheercleft Drinking Competition Champion, Hometown hero