Rubin eases open the door quietly, managing to keep it from creaking. He sees two reavers and eight bandits, most sleeping. Two of the bandits are awake, but they don't notice the door opening.
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Tyde points to the building right in front of them and whispers, "Might be the barracks. We could surprise em' and get the jump on them if there's not too many in there?" then points to the building a ways off to the right, "Or take our chances with whatever that is?"
Tyde waits to see what the others think and especially what Kethra is interested in doing.
Kethra shrugs. "I'd like to fantasize that we can harmlessly knock out the poor souls that have no idea they've joined a cult, but the reality is we know they'd draw their swords without--"
Rubin tries to take out the awake bandits before they notice and set off an alarm...
With her 40 ft of movement, Kethra leaves the staircase to run up to the door to join The Dwarf (Rubin) as soon as she sees him raise his crossbow, dashing if needed.
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Rubin tries to take out the awake bandits before they notice and set off an alarm...
With her 40 ft of movement, Kethra leaves the staircase to run up to the door to join The Dwarf (Rubin) as soon as she sees him raise his crossbow, dashing if needed.
Closing the door silently, Rubin nods to the others, making his location known. He waves for silence, pulling out the magical blade and using it to illuminate the area around him for the moment. "We either go in and take them out while they sleep, which I am not comfortable doing, or we go in and knock them out, using non-lethal means, and tie them up good." he glances to the others with a frank look. "The first option makes sure they cannot get loose and raise the alarm, but the second is still my preference."
The Blacksmith jumps at the sudden appearance of The Dwarf, and cups her hands over her mouth. Taking a peek at the door before he closes it, she gives him a nod of thanks for taking care of the guards.
Closing the door silently, Rubin nods to the others, making his location known. He waves for silence, pulling out the magical blade and using it to illuminate the area around him for the moment. "We either go in and take them out while they sleep, which I am not comfortable doing, or we go in and knock them out, using non-lethal means, and tie them up good." he glances to the others with a frank look. "The first option makes sure they cannot get loose and raise the alarm, but the second is still my preference."
"You'd have a hard time shooting someone who's all tucked in and asleep anyways. Turn the light off and we'll all go in and give them a bump on the head then we tie them up like you said. Anyone who draws their weapons on us...then we'll go with your Plan A. Well, we can give them the chance to surrender, but if they attack or call an alarm it's kill or be killed. If you're worried that we'll get overrun, do you want to keep watch so I can go remove the chain for a clean getaway by boat? Then we can make the attack."
There are two sounds from the Blacksmith: a silent stifled smirk, then a quiet clicking of a blade being sheathed.
She tilts her head and nods, "I'm glad to have a cooler head in our little group...that's a good idea, yup. Let's go that way instead and let these guys have their beauty sleep. For all we know they might just be hired goons who don't know anything about the cult anyways."
"Works for me..." Rubin says, looking to the door to where the men sleep. "Anyone have a way to either block this door shut, or to rig something so we get some sort of alarm if someone opens it?"
"Works for me..." Rubin says, looking to the door to where the men sleep. "Anyone have a way to either block this door shut, or to rig something so we get some sort of alarm if someone opens it?"
"Alright, come with me. I'll unhook the chain--shouldn't be too noisy all the way over here--and you get one of the oars from the boats and use it to block the door shut."
Kethra's athletic roll to remove the water gate chain: 7
"Think that would be a bit too noisy..." Rubin says at the mention of the water gate chain. "And I am not sure if we should take the ten minutes for casting of a spell. Someone is going to notice the guard I took out earlier, and the ones inside of here might wake." He shrugs. "If you all think those things are best, then I won't stop you, and will keep watch, but I say, if we don't have a quick way to block the door, we just move on and hope they remain asleep while we do whatever we are here to do."
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"It's always good to check on the lookouts first," Kethra suggests, then gestures to Mr. Tyde. "Can you look it over if there are alarms or anything of the like on the door?"
This room is the great hall of the keep. It is two stories high, with stone stairs on both sides of the room leading up to a stone balcony at the west end of the chamber. Heavy double doors lead east to the castle yard, while two interior doors open to the west. Arrow slits look out to the north and the south.
At the west end of the room, below the balcony, a large wooden chair sits behind a wide table littered with papers and discarded plates. A second table, this one long and furnished with benches, runs down the middle of the hall. The walls are painted in green and blue, decorated with tattered banners showing nautical designs.
A huge, hairy human is sitting in the chair. He stands up, his eyes narrowing on the door.
"I see you. Who are you?"
A man with blue skin and two reavers stand behind him.
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"We're here. May as well start at the start. That's what my Master taught anyways." He will cast Guidance on anyone who which to proceed with stealth.
Rubin moves up and looks into the building straight ahead...
Stealth: 15
Rubin eases open the door quietly, managing to keep it from creaking. He sees two reavers and eight bandits, most sleeping. Two of the bandits are awake, but they don't notice the door opening.
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Rubin tries to take out the awake bandits before they notice and set off an alarm...
Attack: 15 Damage: 4
Bonus action Attack: 27 Damage: 9
Dread Attack: 15 Damage: 9 Dread
Damage: 5
So should be 16 damage to the first of the bandits and then 15 damage to the second.
Kethra shrugs. "I'd like to fantasize that we can harmlessly knock out the poor souls that have no idea they've joined a cult, but the reality is we know they'd draw their swords without--"
With her 40 ft of movement, Kethra leaves the staircase to run up to the door to join The Dwarf (Rubin) as soon as she sees him raise his crossbow, dashing if needed.
You're all 10 feet away from the barracks, so you could get inside without dashing if you wished. You wouldn't be as stealthy as Rubin, however.
Rubin drops the two awake bandits noiselessly. Some of the others stir in their sleep, but none wake up yet.
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Rubin is a human, and is invisible to you...
Closing the door silently, Rubin nods to the others, making his location known. He waves for silence, pulling out the magical blade and using it to illuminate the area around him for the moment. "We either go in and take them out while they sleep, which I am not comfortable doing, or we go in and knock them out, using non-lethal means, and tie them up good." he glances to the others with a frank look. "The first option makes sure they cannot get loose and raise the alarm, but the second is still my preference."
(Calling you by your nickname, Dwarf. Talked about it here too. Or would you rather be 'The Miner' while we're fighting?)
The Blacksmith jumps at the sudden appearance of The Dwarf, and cups her hands over her mouth. Taking a peek at the door before he closes it, she gives him a nod of thanks for taking care of the guards.
"You'd have a hard time shooting someone who's all tucked in and asleep anyways. Turn the light off and we'll all go in and give them a bump on the head then we tie them up like you said. Anyone who draws their weapons on us...then we'll go with your Plan A. Well, we can give them the chance to surrender, but if they attack or call an alarm it's kill or be killed. If you're worried that we'll get overrun, do you want to keep watch so I can go remove the chain for a clean getaway by boat? Then we can make the attack."
"What do you all think?"
There are two sounds from the Blacksmith: a silent stifled smirk, then a quiet clicking of a blade being sheathed.
She tilts her head and nods, "I'm glad to have a cooler head in our little group...that's a good idea, yup. Let's go that way instead and let these guys have their beauty sleep. For all we know they might just be hired goons who don't know anything about the cult anyways."
"Works for me..." Rubin says, looking to the door to where the men sleep. "Anyone have a way to either block this door shut, or to rig something so we get some sort of alarm if someone opens it?"
"Yup. Sounds good Mr--Baker. Mr. Baker."
"Alright, come with me. I'll unhook the chain--shouldn't be too noisy all the way over here--and you get one of the oars from the boats and use it to block the door shut."
Kethra's athletic roll to remove the water gate chain: 7
"Think that would be a bit too noisy..." Rubin says at the mention of the water gate chain. "And I am not sure if we should take the ten minutes for casting of a spell. Someone is going to notice the guard I took out earlier, and the ones inside of here might wake." He shrugs. "If you all think those things are best, then I won't stop you, and will keep watch, but I say, if we don't have a quick way to block the door, we just move on and hope they remain asleep while we do whatever we are here to do."
"Let's go then." Rubin agrees and moves to the next building to check the door.
As you get close to the building, you see there's also a set of double doors on your right, leading into one of the wall towers.
Which door do you go in? The building on your right that you were going to, or the wall tower?
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"It's always good to check on the lookouts first," Kethra suggests, then gestures to Mr. Tyde. "Can you look it over if there are alarms or anything of the like on the door?"
If the double doors are opened Rubin will slip in and move up to see if he can find the lookouts...
Stealth: 18
This room is the great hall of the keep. It is two stories high, with stone stairs on both sides of the room leading up to a stone balcony at the west end of the chamber. Heavy double doors lead east to the castle yard, while two interior doors open to the west. Arrow slits look out to the north and the south.
At the west end of the room, below the balcony, a large wooden chair sits behind a wide table littered with papers and discarded plates. A second table, this one long and furnished with benches, runs down the middle of the hall. The walls are painted in green and blue, decorated with tattered banners showing nautical designs.
A huge, hairy human is sitting in the chair. He stands up, his eyes narrowing on the door.
"I see you. Who are you?"
A man with blue skin and two reavers stand behind him.
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Class Guides: Barbarian, Rogue, Sorcerer, Bard General Guides: PvP
Currently playing in: Quest for the Shunned City, Coliseum of Conquest, DragonDenn's Dragonlords, Shipwrecked on Fugue, Tomb of Annihilation, Razor's Lost Mine of Phandelver, The Lost Kenku & One Grung Above
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"Excuse us, we're new recruits and we must've turned the wrong way, sir. We're looking for the barracks."
(How far away is the blue man and two reavers? And the arrow slits, do they look equipped and curved for attacking something outside the hall?)