Using the chains to weigh them down, the freed prisoners more than happily help in the dispatching of the guards and within a few moments help toss them outside, off the narrow set of steps into the foaming river below. As soon as you step out of the corridor, you can hear Blair's voice through your earpieces, bringing the proverbial house down. As you descend down to the boat however, it becomes clear that the cold night air will make swimming alongside the boat a very dangerous prospect indeed, if the freed prisoners can even swim at all.
Murph, if you want to propose that as a solution, let me know what you're telling the prisoners. Feel free to roll an Insight check first (DC15). Depending on the argument, you might have to roll persuasion with disadvantage, straight, or advantage.
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
You have to check three of th keys before you find the matching ones, and subsequently quickly move on down the line to free the others from their shackles too. In theory, everyone now would at least be able to swim.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Murph puts his pack, valuables, and weapons in the boat. He suggests that the three prisoners hop in, along with Parker. Those four, along with the small Twitch already inside, shouldn't be too heavy. Murph, Dagmar, and Dart can all propel the boat by holding onto the sides and back and kicking quietly under the water. "It won't be pleasant, but it's better than leaving someone behind, and we need to get to safety. Where are we headed, Dagmar? What's the shortest, safest destination we have available?"
While waiting for the others to be freed, the former inmates quickly distribute the looted weapons and gear. You all move carefully yet quickly down the narrow and slippery stairs to the water's edge, where Parker and Twitch are already inside the river barge, receiving the remaining items and holding the boat steady for the others. Dagmar follows Murph's lead and quickly undoes most of his gear, stripping down to little more than his undergarments. "Ah haet swimmin'- gotta maek it a short trip then. Pro'lly best if we haed down south an' let us be taken to eastern Rivington wi'the tide."
A few moments later, you're in the water and slowly kicking the boat forward, making the most of the cover of darkness, but the water is icy cold and you can feel your limbs go numb in the cold.
Everyone in the water, please give me a Constitution saving throw, DC 12.
----------------------------------------------------------- Blair, your nod to the captain is met with a raised eyebrow and flushed cheeks, as she feigns to not know what you're talking about, clearly interested in the prospect of your company. As the gnomes start to pick up the performance, you give their leader a quick signal to make sure that they keep the party going, while you make your way out of the room with the Captain.
Standing before the Captain's lodgings, you see the twelve members of the Fist arrayed, nervously fidgeting with their uniforms due to the presence of the higher up. You notice a remarkable shift in the captain's demeanour: "At Ease! We received new information on the bombing attack in Brampton, which places us squarely at odds with the Faithless. in Twin Songs. We're heading over there now to bring Straightstick in for questions. If they cause any trouble, the reserve is at the ready to intervene. Any questions?" The Fists shake their heads. "Alright then! Manips, give the order to lower the bridge, we're moving out in five minutes. And you" turning to face Blair at this "and your troupe, you can tag along to Twin Songs."
Almost simultaneously, you hear Murph's voice in your ear: ""It won't be pleasant, but it's better than leaving someone behind, and we need to get to safety. Where are we headed, Dagmar? What's the shortest, safest destination we have available?".
What skill are you using to keep your pokerface and not let your emotions betray you?
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Blair follows with her confident sway as she's lead towards the Captain's Lodgings. Her heart skips when the Captain's demeanor shifts with her opening command. The redhead presented herself fully, respectfully, standing slightly behind and to the side of the Flame giving her orders. She'd nip down on her bottom lip as she watches the woman work her power and authority.
When the Captain would turn to address her, Blair's green eyes would trace her. Releasing her lip, she'd smirk. "Yes ma'am." She'd purr. "Twin Songs."
Then when her troops were not paying attention to them, Blair would inch forward, stepping a leg between hers and lean in to whisper in her ear. "But it's not Straightstick you should be looking for." The redhead's green eyes would flick up to lock on the Flames. "That's just a decoy."
Blair is honestly rather focused on what's in front of her. She is an experienced performer, which includes acting: maintaining appropriate facial expressions and body language. It'd be easy for her to lean into their existing rapport/chemistry with the Captain capturing her attention. She'd be quite genuine in her actions.
Because I didn't really take the opportunity before, I imagine at this point Blair's trying to persuade her that she's being misdirected/sent on a wild goose chase (which is true?).
Blair, the Captain gives you a knowing look: "Trust me, we've been running these investigations since the beginning of the occupation: we need to lean on them to get more info elsewhere. Trust me, we don't want to take him out- the chaos that would follow as other groups try to scramble for power among the Faithless is just not worth it. Thanks for the heads- up though, late as it may be, I still count it as something."
--------------------------------------------
The icy water seems to almost cut through you, but Murph and Dart, you fight through the shock and the pain, pushing the boat forward. Dagmar, older than you both, seems to struggle a lot more though, and as you reaach about a thrid of the river, he starts to panic as he's cramping up. What do you do?
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Parker, as you reach out, you can see the blue lips of Dagmar: He's significantly hypothermic at the moment.
Rollback Post to RevisionRollBack
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
I’ll do my best to aid Parker in getting Dagmar back in the boat. Where hopefully he can be covered in something dry… at least until we make it to shore.
The boat is held steady by the others, but Dagmar is heavy and without any better grip, you can't help him back into the boat. The boat has now slowed significantly, as Dagmar isn't pushing the boat anymore. For now, Parker is keeping Dagmar's head above the water though.
You can each attempt again, but those in the water need to make another Con Save, DC 13. 2
----------------------------------------------------------- Blair, you see the Captain scrunch her nose at your comment, but she senses that she's already done enough damage to her own standing here and focusses on the task at hand, letting you step away if you so choose. Behind you, you see the gnomes look at you for further indication whether they were still required or whether they should take you back to Whitkeep.
(For your information, you're on the other side of the river that the boys are drifting to. It is night.)
Union!- Errydha (Homebrew) Setting Embers in the Dark - Errydha (Homebrew) Setting Welcome to the Jungle- Far Realms Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Sensing the demeanor, Blair breaks the silence. "If my services are no longer appropriate for your needs, Captain." She'd glance over her shoulder. "I can make myself disappear."
Blair had just stepped away in the sense of giving the captain space so she wasn't invading it. There was no intention of not following through with going, but being seen as bad luck/undesired to accompany, Blair doesnt have to tag along.
Rollback Post to RevisionRollBack
just an unstable unicorn.
To post a comment, please login or register a new account.
Murph nods, helps Dart, and gives a final pat-down of anything useful - weapons, valuables, etc.
Would the boat be able to hold everyone if the fitter people swam alongside, pushing it along like a large kick board?
Using the chains to weigh them down, the freed prisoners more than happily help in the dispatching of the guards and within a few moments help toss them outside, off the narrow set of steps into the foaming river below. As soon as you step out of the corridor, you can hear Blair's voice through your earpieces, bringing the proverbial house down. As you descend down to the boat however, it becomes clear that the cold night air will make swimming alongside the boat a very dangerous prospect indeed, if the freed prisoners can even swim at all.
Murph, if you want to propose that as a solution, let me know what you're telling the prisoners. Feel free to roll an Insight check first (DC15). Depending on the argument, you might have to roll persuasion with disadvantage, straight, or advantage.
Who do you place in the boat?
Blair, how are you planning to make your exit?
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Parker puts the gnome in the boat then waits.
"Whats the plan? And can someone get these damn things off me?
Laissez les bons temps rouler
I’ll try the keys lifted from one of the guards to remove Parker’s chains. If none of the keys work I’ll use my thieves tools.
You have to check three of th keys before you find the matching ones, and subsequently quickly move on down the line to free the others from their shackles too. In theory, everyone now would at least be able to swim.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Murph puts his pack, valuables, and weapons in the boat. He suggests that the three prisoners hop in, along with Parker. Those four, along with the small Twitch already inside, shouldn't be too heavy. Murph, Dagmar, and Dart can all propel the boat by holding onto the sides and back and kicking quietly under the water. "It won't be pleasant, but it's better than leaving someone behind, and we need to get to safety. Where are we headed, Dagmar? What's the shortest, safest destination we have available?"
While waiting for the others to be freed, the former inmates quickly distribute the looted weapons and gear. You all move carefully yet quickly down the narrow and slippery stairs to the water's edge, where Parker and Twitch are already inside the river barge, receiving the remaining items and holding the boat steady for the others. Dagmar follows Murph's lead and quickly undoes most of his gear, stripping down to little more than his undergarments. "Ah haet swimmin'- gotta maek it a short trip then. Pro'lly best if we haed down south an' let us be taken to eastern Rivington wi'the tide."
A few moments later, you're in the water and slowly kicking the boat forward, making the most of the cover of darkness, but the water is icy cold and you can feel your limbs go numb in the cold.
Everyone in the water, please give me a Constitution saving throw, DC 12.
-----------------------------------------------------------
Blair, your nod to the captain is met with a raised eyebrow and flushed cheeks, as she feigns to not know what you're talking about, clearly interested in the prospect of your company. As the gnomes start to pick up the performance, you give their leader a quick signal to make sure that they keep the party going, while you make your way out of the room with the Captain.
Standing before the Captain's lodgings, you see the twelve members of the Fist arrayed, nervously fidgeting with their uniforms due to the presence of the higher up. You notice a remarkable shift in the captain's demeanour: "At Ease! We received new information on the bombing attack in Brampton, which places us squarely at odds with the Faithless. in Twin Songs. We're heading over there now to bring Straightstick in for questions. If they cause any trouble, the reserve is at the ready to intervene. Any questions?" The Fists shake their heads. "Alright then! Manips, give the order to lower the bridge, we're moving out in five minutes. And you" turning to face Blair at this "and your troupe, you can tag along to Twin Songs."
Almost simultaneously, you hear Murph's voice in your ear: ""It won't be pleasant, but it's better than leaving someone behind, and we need to get to safety. Where are we headed, Dagmar? What's the shortest, safest destination we have available?".
What skill are you using to keep your pokerface and not let your emotions betray you?
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Murph CON: 14
Blair follows with her confident sway as she's lead towards the Captain's Lodgings. Her heart skips when the Captain's demeanor shifts with her opening command. The redhead presented herself fully, respectfully, standing slightly behind and to the side of the Flame giving her orders. She'd nip down on her bottom lip as she watches the woman work her power and authority.
When the Captain would turn to address her, Blair's green eyes would trace her. Releasing her lip, she'd smirk. "Yes ma'am." She'd purr. "Twin Songs."
Then when her troops were not paying attention to them, Blair would inch forward, stepping a leg between hers and lean in to whisper in her ear. "But it's not Straightstick you should be looking for." The redhead's green eyes would flick up to lock on the Flames. "That's just a decoy."
Blair is honestly rather focused on what's in front of her. She is an experienced performer, which includes acting: maintaining appropriate facial expressions and body language. It'd be easy for her to lean into their existing rapport/chemistry with the Captain capturing her attention. She'd be quite genuine in her actions.
Because I didn't really take the opportunity before, I imagine at this point Blair's trying to persuade her that she's being misdirected/sent on a wild goose chase (which is true?).
just an unstable unicorn.
Con save: 12
Blair, the Captain gives you a knowing look: "Trust me, we've been running these investigations since the beginning of the occupation: we need to lean on them to get more info elsewhere. Trust me, we don't want to take him out- the chaos that would follow as other groups try to scramble for power among the Faithless is just not worth it. Thanks for the heads- up though, late as it may be, I still count it as something."
--------------------------------------------
The icy water seems to almost cut through you, but Murph and Dart, you fight through the shock and the pain, pushing the boat forward. Dagmar, older than you both, seems to struggle a lot more though, and as you reaach about a thrid of the river, he starts to panic as he's cramping up. What do you do?
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Parker reaches over and grabs him to steady him. "Its ok just relax and coast along a little. Hold tight to the boat and ive got you"
Laissez les bons temps rouler
Parker, as you reach out, you can see the blue lips of Dagmar: He's significantly hypothermic at the moment.
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Seeing the blue he grabs Dags shouder and attempts to pull him into the boat
Strength. 4
Acrobatics. 14
Laissez les bons temps rouler
“Alright.” Blair shrugs and pivots on her heel to walk away. “Guess the Diamond Urchin’s getting away with it after all…” She muses as she steps.
just an unstable unicorn.
I’ll do my best to aid Parker in getting Dagmar back in the boat. Where hopefully he can be covered in something dry… at least until we make it to shore.
The boat is held steady by the others, but Dagmar is heavy and without any better grip, you can't help him back into the boat. The boat has now slowed significantly, as Dagmar isn't pushing the boat anymore. For now, Parker is keeping Dagmar's head above the water though.
You can each attempt again, but those in the water need to make another Con Save, DC 13.
2
-----------------------------------------------------------
Blair, you see the Captain scrunch her nose at your comment, but she senses that she's already done enough damage to her own standing here and focusses on the task at hand, letting you step away if you so choose. Behind you, you see the gnomes look at you for further indication whether they were still required or whether they should take you back to Whitkeep.
(For your information, you're on the other side of the river that the boys are drifting to. It is night.)
Union!- Errydha (Homebrew) Setting
Embers in the Dark - Errydha (Homebrew) Setting
Welcome to the Jungle- Far Realms
Citadel of the Unsleeping Sun - Erathis (Grim Hollow) Setting
Yevelda the Mutt- 3rd Level Half-Orc Battlemaster Fighter- Far Realms
Rehgys- 5th Level Satyr Bard of Eloquence- Far Realms
Con save: 20
Parjer tries again
Strength. 4
Acrobatics. 6
"How far or where is the closest place to go ashore? I dont think he can take it much longer"
Laissez les bons temps rouler
Sensing the demeanor, Blair breaks the silence. "If my services are no longer appropriate for your needs, Captain." She'd glance over her shoulder. "I can make myself disappear."
Blair had just stepped away in the sense of giving the captain space so she wasn't invading it. There was no intention of not following through with going, but being seen as bad luck/undesired to accompany, Blair doesnt have to tag along.
just an unstable unicorn.