Summary: Both Wilson and Sim turn around towards the front. The quick bang of the musket followed by the thrum of a bow. The first guard gets struck by a bullet in the chest before the arrow flies and sinks into the target. The other guard who's standing nearby face goes into shock before Abigail moves a bit closer. A brief snap of her fingers and a bit of hand waiving and that other guard passes out as he collapses, only able to take the first few steps towards the bell. Morgan turns from their position, two bolts of arcane energy flashing out. The sleeping guard struck in a blow that leaves little behind; the target turned to a charred pile.
From the back side the guards there here the danger. One climbs up, moving over towards Abigail. Shouting a quick "HERE!" The other moves over towards the crew at the back, "AND HERE." As the one turns the corner shouting and here, Lafetha's thorn whip strikes out, lashing across the guard. A streak of blood flying across the ground and side of the building.
Round 2 (Begin)
Situation: Both guards lay dead at the front of the building... one just being a mostly a pile of ash. Abigail is now engaged in melee with a guard on top (100' feet away from the CREW.) Morgan, Sim, Lafetha, and Wilson have a guard nearby having just turned the corner; bloodied from Lafetha's attack.
Summary: Wilson flutters up, unleashing another round. This one striking the figure down the way at Abigail. Morgan jumps up on to the roof a bit. Arcane energy swirling around and also striking the figure who falls after. Sim takes aim and lets a arrow fly at the figure torn apart by Lafetha. The arrow digging into the person's chest; causing them to fall down.
(1 or 2 on d20 - alarms due to hearing the combat - musket fire and arcane energy flashing... 6)
The crew pauses for just a moment. No bells. No sounds of troops running. The giant continuing it's usual head up, looking around, head down.
However... you now have 4 dead, and bloodied bodies around the current building.
Morgan looks over bodies, seeing what the have on them, and then will disguise self to look like the most intake one "Wish I had longer to hear them say more things, all I got off him was 'Ow!' "Arg!' 'how are these guys so cool?!' and 'I never told Jessica, 'I'm 'sorry.'' Not sure any of those are helpful... Unless this 'Jessica' person is somewhere in the compound."
Abigail helps Sim hide the bodies (Stealth: 26 ), before whispering, "Perhaps we should leave the bell alone. Remember what happened the last time we tried to move something we were not supposed to... How can we ensure that the bell will not make some sort of magical alarm if it is touched? Can any of you determine if it is or is not magical?"
"Okay, well, should I continue on to the northern aspect of the camp, or did you all want to engage the hostiles in this building first?"
This post has potentially manipulated dice roll results.
((Because I may not be able to post for the rest of the day... If there is no one that says otherwise or really wants to clear this building first, Abigail will attempt to stealth up north again. Stealth: 29 ))
Abigail and Wilson head out to glance around a bit...
(Situation roll... 20) (20)
They find a spot to perch up on. Glancing over at (Zone 1 & Zone 2). While being so far away makes it difficult to make out details... (Zone 1) is clearly a fortified front area. Gates and towers. Likely the main entry and exit point for the giant. (Zone 2) is a bit more run-down. More so the older buildings being refurbished.
They return back to the group, reporting their findings. Zone 1 being the fortified gate. Zone 2 being buildings. ...zone 3, where you all currently are... is a singular large metal building with a wooden facade. Zone 4 is where the Giant is, and Zone 5 being buildings, also in a mostly state of disrepair.
Morgan is the first to enter. The large door seems a bit creaky, but they manage to open it just enough to slip inside. The interior of the building is cold. The flooring is a crude finished construction material while the walls are fairly bare. The room is barely 10x10x10 with only one other door that seems to lead out to a T junction hallway. Hanging lanterns are up on the ceiling, providing pools of light through the room, and hallway.
Painted on the floor are three bold lines: Red, Green, Blue. Both Green and Blue extend into the hallway junction before turning to the left. The red extends into the hallway as well, but turns to the right.
From the look of it, the hallway is likely to only be wide enough for two people to be shoulder to shoulder. And even then it'll be a bit of a squeeze.
(If entering the hallway together as a group, I'll need a marching order of some kind. Lafetha, need a stealth roll from you) Stealth Scores... Sim: 19 Abigail: 21 Lafetha: 21 Wilson: 24 Morgan: 28 (-10 if Lafetha is not with the group)
Abigail tries to determine what the lines could mean History: 10
(Went with History instead of Investigation or Insight, because maybe it is known that organizations utilize this method to quickly establish methods for defining where people need to go without having to train them over and over that different colors mean different things. ie Red always leads to command, Green always leads to administrative and HR, and Blue always leads to shipping and receiving)
If for some reason that roll does reveal something, then I will update with this to reflect that information... If not, Abigail will be up front keeping an eye out for traps as she heads down the green and blue hall. ((Not sure if you were just going to use passive, or wanted an actual Perception/Investigation roll for it keeping an eye out for traps.))
Abigail botched her own style, let's see if she can redeem herself by going before the guards roll: 17
Abigail leans over the roof and cast Sleep on the guards: 29
Initiative 4
Lafetha casts thorn whip on one of the patrolling guards attack 17 damage 8
Wilson (Auto)
Initiative: 24
Aim and Fire at person in the front
Attack: 24 Damage: 6
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Round 1 (End)
Summary: Both Wilson and Sim turn around towards the front. The quick bang of the musket followed by the thrum of a bow. The first guard gets struck by a bullet in the chest before the arrow flies and sinks into the target. The other guard who's standing nearby face goes into shock before Abigail moves a bit closer. A brief snap of her fingers and a bit of hand waiving and that other guard passes out as he collapses, only able to take the first few steps towards the bell. Morgan turns from their position, two bolts of arcane energy flashing out. The sleeping guard struck in a blow that leaves little behind; the target turned to a charred pile.
From the back side the guards there here the danger. One climbs up, moving over towards Abigail. Shouting a quick "HERE!" The other moves over towards the crew at the back, "AND HERE." As the one turns the corner shouting and here, Lafetha's thorn whip strikes out, lashing across the guard. A streak of blood flying across the ground and side of the building.
Round 2 (Begin)
Situation: Both guards lay dead at the front of the building... one just being a mostly a pile of ash. Abigail is now engaged in melee with a guard on top (100' feet away from the CREW.) Morgan, Sim, Lafetha, and Wilson have a guard nearby having just turned the corner; bloodied from Lafetha's attack.
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim takes aim at the one Lafetha hit and lets loose an arrow
Attack 21 Damage 5
Hunters Mark 5
Colossal Slayer 3
If Morgan can they get into a spot where they have line of sight on the one in melee with Abigail shoots another Eldritch Blast volley at that guard
Attack: 13 Damage: 5 Attack: 23 Damage: 4
(Auto for simplicity sake)
Wilson turns, fluttering up a bit and takes aim at the one that moved to Abigail. Another loud boom from the rifle ringing out.
Attack: 16 Damage: 9
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Round 2 (Combat Over)
Summary: Wilson flutters up, unleashing another round. This one striking the figure down the way at Abigail. Morgan jumps up on to the roof a bit. Arcane energy swirling around and also striking the figure who falls after. Sim takes aim and lets a arrow fly at the figure torn apart by Lafetha. The arrow digging into the person's chest; causing them to fall down.
(1 or 2 on d20 - alarms due to hearing the combat - musket fire and arcane energy flashing... 6)
The crew pauses for just a moment. No bells. No sounds of troops running. The giant continuing it's usual head up, looking around, head down.
However... you now have 4 dead, and bloodied bodies around the current building.
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Sim helps gather up the bodies and hide them real quick with the crew. Sim will lend assistance to whoever rolls.
Then does his best to hide in the shadows again
stealth 9 +10 from Lafetha.
Sim suggests we sabotage the warning bell first and then continue scouting the building.
Morgan looks over bodies, seeing what the have on them, and then will disguise self to look like the most intake one "Wish I had longer to hear them say more things, all I got off him was 'Ow!' "Arg!' 'how are these guys so cool?!' and 'I never told Jessica, 'I'm 'sorry.'' Not sure any of those are helpful... Unless this 'Jessica' person is somewhere in the compound."
Abigail helps Sim hide the bodies (Stealth: 26 ), before whispering, "Perhaps we should leave the bell alone. Remember what happened the last time we tried to move something we were not supposed to... How can we ensure that the bell will not make some sort of magical alarm if it is touched? Can any of you determine if it is or is not magical?"
"Okay, well, should I continue on to the northern aspect of the camp, or did you all want to engage the hostiles in this building first?"
((Because I may not be able to post for the rest of the day... If there is no one that says otherwise or really wants to clear this building first, Abigail will attempt to stealth up north again. Stealth: 29 ))
((to be fair I have not read backwards to far))
Wilson agree with the stealth approach to the north, heading up to the roof line and gliding between rooftops,
Stealth 14 + any spells/other bonuses.
and will look around to see what is going on over here.
Perception 17
Abigail and Wilson head out to glance around a bit...
(Situation roll... 20) (20)
They find a spot to perch up on. Glancing over at (Zone 1 & Zone 2). While being so far away makes it difficult to make out details... (Zone 1) is clearly a fortified front area. Gates and towers. Likely the main entry and exit point for the giant. (Zone 2) is a bit more run-down. More so the older buildings being refurbished.
They return back to the group, reporting their findings. Zone 1 being the fortified gate. Zone 2 being buildings. ...zone 3, where you all currently are... is a singular large metal building with a wooden facade. Zone 4 is where the Giant is, and Zone 5 being buildings, also in a mostly state of disrepair.
What do you do?
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Morgan stealths 18 (+10 if Lafetha tags along) into the big metal building.
Morgan is the first to enter. The large door seems a bit creaky, but they manage to open it just enough to slip inside. The interior of the building is cold. The flooring is a crude finished construction material while the walls are fairly bare. The room is barely 10x10x10 with only one other door that seems to lead out to a T junction hallway. Hanging lanterns are up on the ceiling, providing pools of light through the room, and hallway.
Painted on the floor are three bold lines: Red, Green, Blue. Both Green and Blue extend into the hallway junction before turning to the left. The red extends into the hallway as well, but turns to the right.
From the look of it, the hallway is likely to only be wide enough for two people to be shoulder to shoulder. And even then it'll be a bit of a squeeze.
(If entering the hallway together as a group, I'll need a marching order of some kind.
Lafetha, need a stealth roll from you)Stealth Scores...
Sim: 19
Abigail: 21
Lafetha: 21
Wilson: 24
Morgan: 28
(-10 if Lafetha is not with the group)
DM PbP Series (Completed) : The Blackmire Company, Voyage of the Windhook ,Shanty of Soulripper, The Streets of Dunnour
Lafetha follows the group into the building stealth 5 +10
Sim follows along toward the back.
Abigail tries to determine what the lines could mean History: 10
(Went with History instead of Investigation or Insight, because maybe it is known that organizations utilize this method to quickly establish methods for defining where people need to go without having to train them over and over that different colors mean different things. ie Red always leads to command, Green always leads to administrative and HR, and Blue always leads to shipping and receiving)
If for some reason that roll does reveal something, then I will update with this to reflect that information... If not, Abigail will be up front keeping an eye out for traps as she heads down the green and blue hall.
((Not sure if you were just going to use passive, or wanted an actual Perception/Investigation roll for it keeping an eye out for traps.))
Morgan Follows up behind Abigail, "I say we go left, whatever is there gets 2 stripes, so that's twice as likely to get the crates."