Murph calls quietly to the passengers in the boat to grab the rope in his pack and prepare some loops to drop into the water that the swimmers can swing under Dagmer’s legs so that the passengers can pull him up into the boat or at least keep him from sinking. The gnome focuses on kicking under the water as fast as he can toward the closest shore he can see with his 120 foot darkvision.
Murph, the cold water cuts through you as well, and you suffer 3 levels of exhaustion, but with the rope, you're able to secure Dagmar and keep his head above the water.
Dagmar Con save: 21 vs 14 or 3 levels of exhaustion additional to the ones already suffered.
Dagmar seems to have recovered somewhat, but the exertion is leaving its mark on Murph, and he seems drained. About two thirds of the river are crossed now, but there's a serious risk that Murph or Dagmar might not make it all the way there. What do you do?
------------------------------------------------------------------------------ Blair, as you're about to step away from the Captain and her Fists, you hear the cocking mechanism of a hand-crossbow off in the distance. "Not. So. Fast. Flame, whatcha doin' ere?" Out of the shadows, you see a gangly man, with ripped ears that may at one point have been pointed. His haggard face is framed in bushy sideburns, and his bowed posture is completed with an ebony walking stick, the only thing not bowed or bent and responsible for his nickname. He raises his right hand, and you see four hoods lift, as sharpshooters on the nearby roofs reveal their presence.
"I'm many things, but paeshent ain't one. If its trubble ye want, ye caem at the wrong time... an' if it's a favour, what're yer goons doin' ere?"
Blair, out of the corner of your eye, you see the Flame watch on, stoically. She had tried to warn you, you realise. Or maybe she had been deliberately unclear in the hopes that Straightstick wouldn't shoot a civilian whom he didn't know more about? Either way, she seemed to know what she walked into. With a firm voice, you hear her say: "Straightstick, sure you wanna do this in front of your goons? After all, I wouldn't wanna discuss my exes before my men..."
Blair can roll an insight check on either Straightstick or the Flame. What else do you want to 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
Blair, you realise that Straightstick has a fairly cordial relationship with the Flaming Fist, since Twin Songs is reliant on the passing of goods and people through Wyrm's Crossing for its own economic survival and a smuggler such as Straightstick probably knew which palms to grease. That explains why the Captain doesn't seem particularly impressed by the sharpshooters.
What strikes you though, is that Straightstick seems nervous. At first, you think it might be because the gnomes and you are here- potential witnesses that could turn to potential problems. But something about his turn of phrase springs out at you. This being the wrong time seems more likely. Looking on at the ambush set up, you realise some more things- now, you're no master of tactics, but you know that the girls in your establishment work with different costumes and spreading out to give the impression of great variety and choice. Here, you think, something similar might be at work, though for a different reason. The four shooters you see are spread out far and wide, and there are several buildings to your flanks that don't seem to have anyone posted. You figure that Straightstick is trying to prokect strength or at least make it seem as if most of his gang is here, when in fact they aren't.
That's probably also why he's more nervous than usual as far as the Fists go- yes, his sharpshooters would have them at a disadvantage, but if he was here only with five people and everyone, including the gnomes and you, were on the Captain's side, he'd be outnumbered on his own turf. Question is, where is the rest of the gang?
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
Seeing the cold takes its effect, everyone starts to do their best to paddle to the nearest shore, no longer concerned with stealth.
Murph, Dart and Dagmar are making one last Con save, DC 15. On a success, they only take 1 level of exhaustion. On a failure, they take 2 levels of exhaustion.
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
Dart, your soldier's constitution is failing you as well on the last stretch and the cold is truly biting into your flesh and bones, as with the last ounce of strength, you all beach the barge onto the muddy shores east of Rivington. The night is clear and cold, and those of you soaked through and chilled, are struggling to get some warmth back into your limbs, as Parker and the other freed prisoners quickly start to take off some of their layers to dry you and cover you in layers. Abandoning the barge and making your way on foot across the rocky and muddy shore, you make your way to Rivington, significantly slowed by Dagmar, who is unable to control the shaking, as well as your need to carry Twitch.
Dart and Murph, you can both hear the occasional quip that Blair offers to a Flame officer. By the sounds of things, she got out of the Rock before anything of our actions down below was discovered, but she was still in company of Flame forces. Parker and Dart, you both remember Rivington and Ol' Finehair as one of the smugglers with a standing relationship with Magnus and his resistance, but last time he was informed about you dropping by, and all he had to do was pick you up. Tynthis, you might know some Craban hideouts a few miles further out. What are your next moves?
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
"Well I wasn't expecting to get rescued so quickly.....or at all. I take it you got no plan from here? No place nearby to warm up? Luckily for you, I think there's one not too far from here. That way.", Tynthis points a finger in the direction he believes he recalls a hideout is in. (Let me know if I need to roll anything)
"Or....you could just go where you please. I mean hell, it ain't like I can tell you what to do", Tynthis stands there waiting to hear everyone's thoughts.
Tynthis, a Tabaxi, with dull tan covered fur with dark spots that could also be fur, or specks of dirt, no way to tell at this point.
Interesting… Blair would muse to herself with a little sway in her hips and a hint of her sly smile tugging at her lips. Although ready for anything, she dare not step in. No, not yet. Sure there was a little danger, but when’s that ever a turn off for her? Things were about to heat up. Hearts racing. Adrenaline pumping. Senses on overdrive. How exciting! Green hues followed from Straightstick, over all the crew from both sides and would rest on her Flame, eager to taste a little more of the situation.
Murph says over the earpiece,"Blair, we got Twitch out. Parker too. And a few others. Two guards dead. Got across the river to the mudflats to the east. Trying to find a place to hole up, heal up, warm up. I'd get out of there soon if you can. I hope you're safe."Not sure if the chattering teeth and slight slurring speech from the cold transfers, but if so, it's patently obvious Murph's in really bad shape. He'll update Blair as the group moves to whatever safety they can find.
He nods shakily to Tynthis, still new to this whole rebellion thing, and focuses on putting one foot in front of the other, carrying his stuff, in the direction the tabaxi indicated.
Seeing Murph barely able to move, let alone walk, Tynthis looks to the rest of the group.
"Alright, who can still walk decently enough? Might need to play pack mule for a few of you to get around after taking a dip in that frozen lake. I can carry one of you, or i can scout ahead. Can't do both."
Murph tries to walk on his own, but acquiesces after he has trouble keeping up. "T-t-t-thank you for the offer. Should we sink the boat, or set it adrift? We should be off, and hopefully no one notices where we ended up."
Rollback Post to RevisionRollBack
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Murph CON: 5
Murph calls quietly to the passengers in the boat to grab the rope in his pack and prepare some loops to drop into the water that the swimmers can swing under Dagmer’s legs so that the passengers can pull him up into the boat or at least keep him from sinking. The gnome focuses on kicking under the water as fast as he can toward the closest shore he can see with his 120 foot darkvision.
Murph, the cold water cuts through you as well, and you suffer 3 levels of exhaustion, but with the rope, you're able to secure Dagmar and keep his head above the water.
Dagmar Con save: 21 vs 14 or 3 levels of exhaustion additional to the ones already suffered.
Dagmar seems to have recovered somewhat, but the exertion is leaving its mark on Murph, and he seems drained. About two thirds of the river are crossed now, but there's a serious risk that Murph or Dagmar might not make it all the way there. What do you do?
------------------------------------------------------------------------------
Blair, as you're about to step away from the Captain and her Fists, you hear the cocking mechanism of a hand-crossbow off in the distance. "Not. So. Fast. Flame, whatcha doin' ere?" Out of the shadows, you see a gangly man, with ripped ears that may at one point have been pointed. His haggard face is framed in bushy sideburns, and his bowed posture is completed with an ebony walking stick, the only thing not bowed or bent and responsible for his nickname. He raises his right hand, and you see four hoods lift, as sharpshooters on the nearby roofs reveal their presence.
"I'm many things, but paeshent ain't one. If its trubble ye want, ye caem at the wrong time... an' if it's a favour, what're yer goons doin' ere?"
Blair, out of the corner of your eye, you see the Flame watch on, stoically. She had tried to warn you, you realise. Or maybe she had been deliberately unclear in the hopes that Straightstick wouldn't shoot a civilian whom he didn't know more about? Either way, she seemed to know what she walked into. With a firm voice, you hear her say: "Straightstick, sure you wanna do this in front of your goons? After all, I wouldn't wanna discuss my exes before my men..."
Blair can roll an insight check on either Straightstick or the Flame. What else do you want to 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
"Just beach this thing at the closest point. The water is killing ye"
Laissez les bons temps rouler
Hearing the sense of urgency in Parker’s voice, I’ll give moving the boat everything I got left to try and get the boat ashore faster
Athletics: 14
Blair calmly holds her stance, green hues watching and ears perked.
Insight Straightstick: 10
just an unstable unicorn.
Murph will help Dart kick as fast as he can to warm himself up and get to the edge faster.
Athletics: 12
He will also try to weave his arm up to loop the rope holding Dagmar around his own arm to secure himself should he lose his grip.
Acrobatics: 16
Blair, you realise that Straightstick has a fairly cordial relationship with the Flaming Fist, since Twin Songs is reliant on the passing of goods and people through Wyrm's Crossing for its own economic survival and a smuggler such as Straightstick probably knew which palms to grease. That explains why the Captain doesn't seem particularly impressed by the sharpshooters.
What strikes you though, is that Straightstick seems nervous. At first, you think it might be because the gnomes and you are here- potential witnesses that could turn to potential problems. But something about his turn of phrase springs out at you. This being the wrong time seems more likely. Looking on at the ambush set up, you realise some more things- now, you're no master of tactics, but you know that the girls in your establishment work with different costumes and spreading out to give the impression of great variety and choice. Here, you think, something similar might be at work, though for a different reason. The four shooters you see are spread out far and wide, and there are several buildings to your flanks that don't seem to have anyone posted. You figure that Straightstick is trying to prokect strength or at least make it seem as if most of his gang is here, when in fact they aren't.
That's probably also why he's more nervous than usual as far as the Fists go- yes, his sharpshooters would have them at a disadvantage, but if he was here only with five people and everyone, including the gnomes and you, were on the Captain's side, he'd be outnumbered on his own turf. Question is, where is the rest of the gang?
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 cold takes its effect, everyone starts to do their best to paddle to the nearest shore, no longer concerned with stealth.
Murph, Dart and Dagmar are making one last Con save, DC 15. On a success, they only take 1 level of exhaustion. On a failure, they take 2 levels of exhaustion.
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 says through chattering teeth, "earn this" and pushes one last time.
CON save: 18
Con save: 19
Dart, your soldier's constitution is failing you as well on the last stretch and the cold is truly biting into your flesh and bones, as with the last ounce of strength, you all beach the barge onto the muddy shores east of Rivington. The night is clear and cold, and those of you soaked through and chilled, are struggling to get some warmth back into your limbs, as Parker and the other freed prisoners quickly start to take off some of their layers to dry you and cover you in layers. Abandoning the barge and making your way on foot across the rocky and muddy shore, you make your way to Rivington, significantly slowed by Dagmar, who is unable to control the shaking, as well as your need to carry Twitch.
Dart and Murph, you can both hear the occasional quip that Blair offers to a Flame officer. By the sounds of things, she got out of the Rock before anything of our actions down below was discovered, but she was still in company of Flame forces. Parker and Dart, you both remember Rivington and Ol' Finehair as one of the smugglers with a standing relationship with Magnus and his resistance, but last time he was informed about you dropping by, and all he had to do was pick you up. Tynthis, you might know some Craban hideouts a few miles further out. What are your next moves?
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
"Well I wasn't expecting to get rescued so quickly.....or at all. I take it you got no plan from here? No place nearby to warm up? Luckily for you, I think there's one not too far from here. That way.", Tynthis points a finger in the direction he believes he recalls a hideout is in. (Let me know if I need to roll anything)
"Or....you could just go where you please. I mean hell, it ain't like I can tell you what to do", Tynthis stands there waiting to hear everyone's thoughts.
Tynthis, a Tabaxi, with dull tan covered fur with dark spots that could also be fur, or specks of dirt, no way to tell at this point.
"Weve got my place" looking at Dart " if its still standing that is. But its a bit of a distance"
Laissez les bons temps rouler
Interesting… Blair would muse to herself with a little sway in her hips and a hint of her sly smile tugging at her lips. Although ready for anything, she dare not step in. No, not yet. Sure there was a little danger, but when’s that ever a turn off for her? Things were about to heat up. Hearts racing. Adrenaline pumping. Senses on overdrive. How exciting! Green hues followed from Straightstick, over all the crew from both sides and would rest on her Flame, eager to taste a little more of the situation.
just an unstable unicorn.
Murph says over the earpiece, "Blair, we got Twitch out. Parker too. And a few others. Two guards dead. Got across the river to the mudflats to the east. Trying to find a place to hole up, heal up, warm up. I'd get out of there soon if you can. I hope you're safe." Not sure if the chattering teeth and slight slurring speech from the cold transfers, but if so, it's patently obvious Murph's in really bad shape. He'll update Blair as the group moves to whatever safety they can find.
He nods shakily to Tynthis, still new to this whole rebellion thing, and focuses on putting one foot in front of the other, carrying his stuff, in the direction the tabaxi indicated.
Parker slips back to a rear guard position
Laissez les bons temps rouler
Seeing Murph barely able to move, let alone walk, Tynthis looks to the rest of the group.
"Alright, who can still walk decently enough? Might need to play pack mule for a few of you to get around after taking a dip in that frozen lake. I can carry one of you, or i can scout ahead. Can't do both."
"I can carry Tink...done it once already. Ild do more but ive been a recent um guest of that place"
Laissez les bons temps rouler
Tynthis just sighs and crouches to a knee in front of Murph with his back to him, putting his arms behind his back and clasping his hands.
"Come on.....won't be my first time carrying someone in some way or another.....doubt it will be my last. But we gotta move. Now."
If Murph climbs onto his back, Tynthis will stand up and turning to the group, waiting for everyone to gather who and what they can.
Murph tries to walk on his own, but acquiesces after he has trouble keeping up. "T-t-t-thank you for the offer. Should we sink the boat, or set it adrift? We should be off, and hopefully no one notices where we ended up."