The lizardfolk frowns, but nods. "We handed it over to those in the keep, as usual." He shrugs. "None of us looked in the crates, just carry from there to here and hand over, as ordered."
Naroth and Ulric continue to get looks. They are unseen, but are not doing so good at being quiet. The only reason they do not cause an alarm is due to whom they are following.
Keep Entrance The entrance to the main keep is raised three steps above the level of the inner ward. A stout wooden door in good repair bars it, but the door is never locked or barred under normal circumstances. This front chamber is a small version of the Great Hall, with a few tables and benches that are seldom used. Spiral stairs lead up to the second floor.
Straight ahead though is...
Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where contraband hauled in from the Carnath Roadhouse is inspected, sorted, and repacked. The tables in that half of the hall are covered with valuables. The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the plunder Looting won’t be possible, however, as long as any cultists are alive. During the day, there will always be twelve cultists (of initiate rank) working in the Great Hall and four dragonclaws keeping an eye on them. Most of the cultists are human, but all the character races are represented. The precise mix doesn’t matter.
The cultists come to attention as you enter this chamber, all of them startling at your arrival, then going down onto knees to kneel before you. The dragonclaws follow suit, though a bit slower as they look at the cultists with you, Taviel and Germain. I will need a deception check from Toc, Taviel, and Germain, as well as a stealth (straight roll) for Ulric and Naroth.
Naroth and Ulric are both currently hidden, passive perceptions for the dragonclaws and cultists are 10 each, so even Naroth's 11 is fine.
Everything is going fine, as Germain and Taviel both look like perfect cultists, bowing and following their leader. It is Toc though that makes the first mistake. Clearly the dragonclaws, at least, were expecting something after kneeling, and Toc simply had no idea what that would be. It is clear as the dragonclaws narrow their eyes, and hands move to weapons, that the ruse is up. Everyone roll initiative...
Dragonclaws: 21 Cultists: 9
If you go before the above, then please post actions.
Toc you go first. The cultists are clearly doubting you. You have a chance to fix the mistake you made, if you wish to try to keep this from going into combat, but let me know how you would do so. If you would rather just go into combat, that is fine as well.
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(Only minutes so far, so no worries there.)
The lizardfolk frowns, but nods. "We handed it over to those in the keep, as usual." He shrugs. "None of us looked in the crates, just carry from there to here and hand over, as ordered."
Rezmir nods as if all is as it should be, and makes his way past the drakes towards the inner sanctum.
What's the difference between a Wizard and a Sorcerer?
Class.
"You passed the test," informed Taviel the lizards and followed Toc.
Meili Liang Lvl 5 Monk
Dice
Naroth continues to walk with the group keeping an eye out to see if anyone pays them any particular attention or goes running off anywhere.
Perception: 11
Naroth and Ulric continue to get looks. They are unseen, but are not doing so good at being quiet. The only reason they do not cause an alarm is due to whom they are following.
OOC: When can Ulric reroll his stealth check? We may need a distraction or some time to stand still and reset ourselves.
Keep Entrance
The entrance to the main keep is raised three steps above the level of the inner ward. A stout wooden door in good repair bars it, but the door is never locked or barred under normal circumstances.
This front chamber is a small version of the Great Hall, with a few tables and benches that are seldom used. Spiral stairs lead up to the second floor.
Straight ahead though is...
Great Hall
The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where contraband hauled in from the Carnath Roadhouse is inspected, sorted, and repacked. The tables in that half of the hall are covered with valuables. The southwest corner of the room is a makeshift carpentry shop, where cultists build new chests and boxes to hold the plunder
Looting won’t be possible, however, as long as any cultists are alive. During the day, there will always be twelve cultists (of initiate rank) working in the Great Hall and four dragonclaws keeping an eye on them. Most of the cultists are human, but all the character races are represented. The precise mix doesn’t matter.
The cultists come to attention as you enter this chamber, all of them startling at your arrival, then going down onto knees to kneel before you. The dragonclaws follow suit, though a bit slower as they look at the cultists with you, Taviel and Germain. I will need a deception check from Toc, Taviel, and Germain, as well as a stealth (straight roll) for Ulric and Naroth.
Ulric Stealth 19
Disadvantage if applicable 3
(no modifier for Ulric)
Naroth Stealth: 11
Germain deception: 20
Taviel Deception: 24
Meili Liang Lvl 5 Monk
Dice
Just need Toc. Roll Toc's with advantage.
Toc deception : 5 (eeash, the good luck just ran out!)
What's the difference between a Wizard and a Sorcerer?
Class.
Naroth and Ulric are both currently hidden, passive perceptions for the dragonclaws and cultists are 10 each, so even Naroth's 11 is fine.
Everything is going fine, as Germain and Taviel both look like perfect cultists, bowing and following their leader. It is Toc though that makes the first mistake. Clearly the dragonclaws, at least, were expecting something after kneeling, and Toc simply had no idea what that would be. It is clear as the dragonclaws narrow their eyes, and hands move to weapons, that the ruse is up. Everyone roll initiative...
Dragonclaws: 21
Cultists: 9
If you go before the above, then please post actions.
Taviel Initiative: 7
That escalated quickly... But one must be prepared for anything when dealing with cultists.
Meili Liang Lvl 5 Monk
Dice
Naroth Initiative: 6
Toc Initiative : 7
What's the difference between a Wizard and a Sorcerer?
Class.
Germain initiative: 9
Ulric initiative 22
Toc you go first. The cultists are clearly doubting you. You have a chance to fix the mistake you made, if you wish to try to keep this from going into combat, but let me know how you would do so. If you would rather just go into combat, that is fine as well.