Abigail agrees with Wilson, "I found a place where we might be able to cut through the net and sneak in. We would need to move quickly, before the sun come up."
This post has potentially manipulated dice roll results.
Morgan wakes up realizes their hand is in a bowl of water, they say to the hand, "fingers, did you get thristy in the night again? Well you didn't share any with your brothers." Morgan puts their other hand in the bowl and says to the group, "good news is I'm back up to 100%, I'm all for sneaking in and getting out maybe a bit of shock and awe should the occasion call for it."
The crew sets out into the darkness, heading back to where they were. It doesn't take long to get back to where the hilltop is. The ground is littered with debris where the cannons had fired those exploding rounds; shrapnel still embedded in trees and having cut through shrugs.
Taking a quiet path with Abigail at the lead, it makes it a bit easier to navigate. Heading around the simple traps that lay across the hill. (For anyone who peeks; deep holes about 10 feet down. Easy to get stuck in and not be able to pull yourself out for most.) It's difficult to notice anything beyond it; even harder than before due to darkness of night.
(DEX / Stealth checks; all characters. So do whatever prep work you need)
(Lafetha, Abigail, and Wilson - I will need your stealth rolls. Please let me know if you're casting anything ahead of time...)
The crew cuts a gap in the fabric. One of them holding it open while the others slip in and inside.
The town is rather dilapidated. Most of the buildings rotten from the moist air or fallen over from however long they've been lingering. Still; several of them are in decent shape or seem like new construction. Lanterns hang off some of the buildings; casting light and shadow around. A few guards moving around. Too far off to tell much about them, however.
A large section of scrapped together buildings that edge up to the outer walls (Area 5) is closest to where you enter. A large singular building (area 3) is rather well lit. From what you think is in the center of the 'town' (area 4) is a massive humanoid creature sitting in plate armor. Armored head looking around periodically before going back on to laying down on it's knees. Two other sections of the town are further off (1 & 2), both not very well visible from your entry point.
Morgan whispers to Abigail, "Chances are high they aren't going to keep the stolen goods (heh heh... booty) hidden in area of an already hidden outpost. So our crates are either in the big building, or in the town hall being guarded the giant beastly beast over there. Chances are good it's the bad option but I'd rather check the sans giant option first just in case. Morgan takes a few steps towards the building in 4 and then chuckles, "Sorry,I was thinking about butts again." and continue to 3.
As the group begins to gather, and look around, Lafetha's magic swirls around them. Shadows are drawn to them and the little light there is seems to even turn away. Following a bit of Morgan's false start, they eventually head over towards...
(Zone 3)
The large building that's just a smidge more into the town than the series of buildings near the entry way. The iron giant is much more visible from zone 3... a creature encased in full plate armor currently sitting on it's butt with knees drawn up. Head resting on top like it's sleeping, but periodically picks it's helmet head up to look around. Lights seem to be dangling off of it, but it's still a bit far to make out the details when this large new building is right beside you all.
The singular building has dozens of lanterns hanging off of it, not giving you a lot of space to hide in shadows. Still, you find a small spot to press up against the building. While at first it appears to be wood, once you touch it - it feels like metal. Cold, windowless, metal. More of a bunker than anything. You all press up against the SOUTH SIDE, enabling you to peek around the FRONT and the BACK of the building.
Around BACK, two guards. Seeming on patrol, but heading away from you. Their quietly chatting with one another. Smoke rising from one; likely a cigarette of some sort. Snapping back to cover, someone else looks to the FRONT. There's two other guards. Alert and at attention, guarding what is likely the entry point into this building. Maybe about 20 feet away from the guards is a bell on a stump - a simple but efficient ALARM. The roof of this building is only about 12 feet tall. Might be possible to climb up and see what's up there as well.
What do you do?
(Everyone is stealthed. Current DCs for the bad guys to spot unless you break stealth... Lafetha: 25 Abigail: 28 Wilson: 25 Sim: 17 Morgan: 18)
Abigail leaps up. At first nearly worried that her jump and scamper up was going to strike one of the many lanters hanging around but she contorts her lithe frame around in, landing as quietly as... well... a cat.
The roof is slightly uneven. Bumps and ridges along it's surface. Every few feet she sees a small grate. It's far too small for someone of her size or larger to get in. Something (small) could attempt but it would be a very tight squeeze, and only after getting the bars removed. However, if something smaller than that, maybe that of a actual cat or mouse, they could slip in without needing to remove the bars.
Abigail tries to take a look through some of the grates; some lead to a hallway and others lead to rooms. But her angle and concern of being caught peeking or making too much noise makes it difficult to see anything beyond a few shadows moving around outside of her small line of sight down. She does notice one thing in one of the rooms; hanging on the wall a classic Blue Coat of Kventer.
Kventer
Common knowledge. The newest of the Kingdoms and set up to be a Republic. Recently fought for freedom against Ossus. The Blue Coats are the law enforcement and colors of their army. You are currently in Kventer lands.
(Removing a gate is a STR check. A crowbar will provide advantage. Will provoke a search roll from both sets of guards)
Abigail returns to her comrades and informs them about what she has seen, and that the building appears to be occupied.
"I am not sure yet if it is even wise to go in here until we know some additional information about the rest of the encampment... That being said, I agree with Morgan that this is probably a very likely place for them to keep the crates - at least one of such places. It seems to be some sort of central command area."
"okay, what if... We take out the two patrolling guards before they can call for help. I can disguise myself as one of them one I get a good look at them. I report in, 'found some guys, I think they're going after the crates!' then they'll lead us to the crates, then I report a sighting that isn't close to the crates at all to get the guards away from where they actually are? It's a high risk high reward moves. But... It's just crazy enough to work."
Abigail blinks at Morgan's suggestion, "Well, that certainly is an idea." She looks at the rest of the group for any other ideas for a split second before seeing nothing and continuing, "Knowing that these are the ideas we have to work with, I think I am going to go scout out a little more of the camp before we commit to such... interesting, conceptual plans. Maybe you can think of something else as well while I am gone. If for some reason you start hearing a lot of noise elsewhere in the camp... it is probably me getting caught. You should try to get over to the bell before the ring it, if that ends up being the case."
Abigail is going to try and scout out some of the northern aspect of the camp. Perception: 23 (an Investigation would be 1 less instead - was not sure which one to roll. FYI my Stealth drops down to 18 once I am away from the group.)
This post has potentially manipulated dice roll results.
Abigail heads off, using the roof of (3) to head further into the darkness; hoping to not get seem by the guards at the door or the ones patrolling the building.
(Leaving 3; active guards check... 16) v DC 18 .
the situation turns. Abigail moving quietly across the top. By bad luck, a bit of even her light movements cause one of the lanterns to fall. Both the guards at the front, and the guards on patrol glance up to the roof. Abigail hits the deck quickly, not directly seen... but now they're alert to something being here....
The rest of the crew is stealth in the back, aware. Their element of surprise not yet broken but... that could all change.
(Initiative! People who aren't Abigail, roll with advantage for being stealthy and Abigail being further away)
Round 1 (Begin) Setup: Abigail is 10 feet up, and a good 100 feet away from the group. Having been moving across the metal roof before somehow knocking over a lantern and drawing attention. The large, mostly rectangular building is about 40 feet wide and about 200 feet long. The front guards are about 100 feet away from the CREW, around the FRONT side. A small bell is 20 feet away from the guards in the FRONT, off to the side a bit. The patrolling guards are about 40 feet away from the CREW, around the BACK side. Abigail has roughly 20 feet and a 10 foot drop and she'd be between the two front guards...
(Abigail, there aren't many good hiding places up here, so you will have disadvantage on rolls to stealth)
Abigail agrees with Wilson, "I found a place where we might be able to cut through the net and sneak in. We would need to move quickly, before the sun come up."
Morgan wakes up realizes their hand is in a bowl of water, they say to the hand, "fingers, did you get thristy in the night again? Well you didn't share any with your brothers." Morgan puts their other hand in the bowl and says to the group, "good news is I'm back up to 100%, I'm all for sneaking in and getting out maybe a bit of shock and awe should the occasion call for it."
stealth 26
Lafetha agrees with Abigail and Wilson. "Abigail since you scoped it out, can you take the lead?"
The crew sets out into the darkness, heading back to where they were. It doesn't take long to get back to where the hilltop is. The ground is littered with debris where the cannons had fired those exploding rounds; shrapnel still embedded in trees and having cut through shrugs.
Taking a quiet path with Abigail at the lead, it makes it a bit easier to navigate. Heading around the simple traps that lay across the hill. (For anyone who peeks; deep holes about 10 feet down. Easy to get stuck in and not be able to pull yourself out for most.) It's difficult to notice anything beyond it; even harder than before due to darkness of night.
(DEX / Stealth checks; all characters. So do whatever prep work you need)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
stealth 8
Sim nods saying well. “I guess we had better take advantage of the remaining darkness to do this.”
stealth 7
Map:
(Lafetha, Abigail, and Wilson - I will need your stealth rolls. Please let me know if you're casting anything ahead of time...)
The crew cuts a gap in the fabric. One of them holding it open while the others slip in and inside.
The town is rather dilapidated. Most of the buildings rotten from the moist air or fallen over from however long they've been lingering. Still; several of them are in decent shape or seem like new construction. Lanterns hang off some of the buildings; casting light and shadow around. A few guards moving around. Too far off to tell much about them, however.
A large section of scrapped together buildings that edge up to the outer walls (Area 5) is closest to where you enter. A large singular building (area 3) is rather well lit. From what you think is in the center of the 'town' (area 4) is a massive humanoid creature sitting in plate armor. Armored head looking around periodically before going back on to laying down on it's knees. Two other sections of the town are further off (1 & 2), both not very well visible from your entry point.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail Sneaks? 18
Wilson fluffs his feathers though any metal across his body muffling the clinking of his gear.
15
Morgan whispers to Abigail, "Chances are high they aren't going to keep the stolen goods (heh heh... booty) hidden in area of an already hidden outpost. So our crates are either in the big building, or in the town hall being guarded the giant beastly beast over there. Chances are good it's the bad option but I'd rather check the sans giant option first just in case. Morgan takes a few steps towards the building in 4 and then chuckles, "Sorry,I was thinking about butts again." and continue to 3.
Lafetha casts pass without trace on herself to help the group sneak through ((add +10 to your Dex)).
stealth 25
As the group begins to gather, and look around, Lafetha's magic swirls around them. Shadows are drawn to them and the little light there is seems to even turn away. Following a bit of Morgan's false start, they eventually head over towards...
(Zone 3)
The large building that's just a smidge more into the town than the series of buildings near the entry way. The iron giant is much more visible from zone 3... a creature encased in full plate armor currently sitting on it's butt with knees drawn up. Head resting on top like it's sleeping, but periodically picks it's helmet head up to look around. Lights seem to be dangling off of it, but it's still a bit far to make out the details when this large new building is right beside you all.
The singular building has dozens of lanterns hanging off of it, not giving you a lot of space to hide in shadows. Still, you find a small spot to press up against the building. While at first it appears to be wood, once you touch it - it feels like metal. Cold, windowless, metal. More of a bunker than anything. You all press up against the SOUTH SIDE, enabling you to peek around the FRONT and the BACK of the building.
Around BACK, two guards. Seeming on patrol, but heading away from you. Their quietly chatting with one another. Smoke rising from one; likely a cigarette of some sort. Snapping back to cover, someone else looks to the FRONT. There's two other guards. Alert and at attention, guarding what is likely the entry point into this building. Maybe about 20 feet away from the guards is a bell on a stump - a simple but efficient ALARM. The roof of this building is only about 12 feet tall. Might be possible to climb up and see what's up there as well.
What do you do?
(Everyone is stealthed. Current DCs for the bad guys to spot unless you break stealth...
Lafetha: 25
Abigail: 28
Wilson: 25
Sim: 17
Morgan: 18)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail looks up and then whispers to the group, "I am going to have a quick look up on the roof, be back shortly."
Her clawed hands extend out a bit before pausing, "While I am gone, stay here and don't do anything... stupid."
Leap up: 23
Leaping with Advantage roll: 20
What can I see: 17
Abigail leaps up. At first nearly worried that her jump and scamper up was going to strike one of the many lanters hanging around but she contorts her lithe frame around in, landing as quietly as... well... a cat.
The roof is slightly uneven. Bumps and ridges along it's surface. Every few feet she sees a small grate. It's far too small for someone of her size or larger to get in. Something (small) could attempt but it would be a very tight squeeze, and only after getting the bars removed. However, if something smaller than that, maybe that of a actual cat or mouse, they could slip in without needing to remove the bars.
Abigail tries to take a look through some of the grates; some lead to a hallway and others lead to rooms. But her angle and concern of being caught peeking or making too much noise makes it difficult to see anything beyond a few shadows moving around outside of her small line of sight down. She does notice one thing in one of the rooms; hanging on the wall a classic Blue Coat of Kventer.
Kventer
Common knowledge. The newest of the Kingdoms and set up to be a Republic. Recently fought for freedom against Ossus. The Blue Coats are the law enforcement and colors of their army. You are currently in Kventer lands.
(Removing a gate is a STR check. A crowbar will provide advantage. Will provoke a search roll from both sets of guards)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Abigail returns to her comrades and informs them about what she has seen, and that the building appears to be occupied.
"I am not sure yet if it is even wise to go in here until we know some additional information about the rest of the encampment... That being said, I agree with Morgan that this is probably a very likely place for them to keep the crates - at least one of such places. It seems to be some sort of central command area."
"okay, what if... We take out the two patrolling guards before they can call for help. I can disguise myself as one of them one I get a good look at them. I report in, 'found some guys, I think they're going after the crates!' then they'll lead us to the crates, then I report a sighting that isn't close to the crates at all to get the guards away from where they actually are? It's a high risk high reward moves. But... It's just crazy enough to work."
Abigail blinks at Morgan's suggestion, "Well, that certainly is an idea." She looks at the rest of the group for any other ideas for a split second before seeing nothing and continuing, "Knowing that these are the ideas we have to work with, I think I am going to go scout out a little more of the camp before we commit to such... interesting, conceptual plans. Maybe you can think of something else as well while I am gone. If for some reason you start hearing a lot of noise elsewhere in the camp... it is probably me getting caught. You should try to get over to the bell before the ring it, if that ends up being the case."
Abigail is going to try and scout out some of the northern aspect of the camp.
Perception: 23 (an Investigation would be 1 less instead - was not sure which one to roll. FYI my Stealth drops down to 18 once I am away from the group.)
Abigail heads off, using the roof of (3) to head further into the darkness; hoping to not get seem by the guards at the door or the ones patrolling the building.
(Leaving 3; active guards check... 16) v DC 18
.
the situation turns. Abigail moving quietly across the top. By bad luck, a bit of even her light movements cause one of the lanterns to fall. Both the guards at the front, and the guards on patrol glance up to the roof. Abigail hits the deck quickly, not directly seen... but now they're alert to something being here....
The rest of the crew is stealth in the back, aware. Their element of surprise not yet broken but... that could all change.
(Initiative! People who aren't Abigail, roll with advantage for being stealthy and Abigail being further away)
Door Guards: 4
Patrolling Guards: 6
Sim:
Abigail:
Lafetha:
Morgan:
Wilson:
Round 1 (Begin)
Setup: Abigail is 10 feet up, and a good 100 feet away from the group. Having been moving across the metal roof before somehow knocking over a lantern and drawing attention. The large, mostly rectangular building is about 40 feet wide and about 200 feet long. The front guards are about 100 feet away from the CREW, around the FRONT side. A small bell is 20 feet away from the guards in the FRONT, off to the side a bit. The patrolling guards are about 40 feet away from the CREW, around the BACK side. Abigail has roughly 20 feet and a 10 foot drop and she'd be between the two front guards...
(Abigail, there aren't many good hiding places up here, so you will have disadvantage on rolls to stealth)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Initiative 16
Sim takes aim from the shadows at one of the door guards and fires his bow.
attack 24 Damage 9
Hunter’s Mark 1
.
Intiative: 20
"We never get to do my cool ideas!"
Eldritch Blast same guy that Sim shot
Attack: 16 Damage: 4
Attack: 7 Damage: Unable to parse dice roll.