Unfortunately I don't have a picture for this, but around the corner is a short, 10' (two blocks) passageway, 5' (one block) wide that ends in a door. Bringing map forward.
Loren will go ahead and approach the door, listening for a moment to see if he can hear anything on the other side, then opening if nothing incredibly obvious grabs his attention (Passive Perception 13).
Another door opens up onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps ascending up to it in two short flights. This door opens beneath the stairs from the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels. The door you came through opens easily when unlatched and unlike the previous area, this area seems as though it is used frequently.
@ Velshir - This rectangular reservoir is clean and filled with cold, fresh water. It goes quite deep, how far you're not sure. The rim is two feet above the floor and filled by a pipe that leads back into the wall - like a drainage pipe from the upper floors. You see something fairly small on the south wall of the cistern faintly, maybe a satchel?
At the door you hear the sound of footfalls of a man-sized figure, rustling, and maybe snoring
Loren holds his breath and goes into a low crawl, approaching Velshir's flank. He signs in thieves cant, then realizes that his friends might not know that language.
In Thieves Cant:
"What's the plan? Ambush? Bypass?"
Speaking very softly, he will whisper to Velshir et all: "Plan? Ambush, or leave them be?"
Velshir indicates a 3 with a shrug and waves his hand up and down laterally to indicate “approximately”
Then he holds up his fingers 5, 4, 3, 2, 1 and then be bursts into the room, intending to catch the occupants by surprise and try to take someone out quickly before they can react.
This appears to be a storeroom pressed into service as living quarters. Two double bunks stand against the wall near the door, while barrels and crates fill the southern half of the chamber. One Redbrand appears to be sleeping on the top bunk on the far wall, One Redbrand is searching through some of the supplies and another supervising the one searching.
Both Velshir and Loren may attack with advantage. Others roll initiative. R1 (searching) 6, R2 (supervising) 7. R3 (sleeping) initiative with disadvantage due to being asleep 3
Rolling Initiative Velshir with advantage, Loren with advantage, Sheyla 14, R2 14. R1 13, R3 5 (will edit this for Joshua once rolled)
Velshir crosses
acrobatics 10
Unfortunately I don't have a picture for this, but around the corner is a short, 10' (two blocks) passageway, 5' (one block) wide that ends in a door. Bringing map forward.
(oh and another 25 xp ea for surviving the trap)
Loren will go ahead and approach the door, listening for a moment to see if he can hear anything on the other side, then opening if nothing incredibly obvious grabs his attention (Passive Perception 13).
All he hears is the slow dripping of water. (does he open the door?)
Loren gives it a push/tug - whichever seems most natural by the construction of the door.
Another door opens up onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps ascending up to it in two short flights. This door opens beneath the stairs from the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels. The door you came through opens easily when unlatched and unlike the previous area, this area seems as though it is used frequently.
Velshir will look in the cistern and listen at the western door (is that a door?)
@ Velshir - This rectangular reservoir is clean and filled with cold, fresh water. It goes quite deep, how far you're not sure. The rim is two feet above the floor and filled by a pipe that leads back into the wall - like a drainage pipe from the upper floors. You see something fairly small on the south wall of the cistern faintly, maybe a satchel?
At the door you hear the sound of footfalls of a man-sized figure, rustling, and maybe snoring
Velshir silently signals to the rest of the group and points at the door. The small item in the cistern will have to wait.
Loren holds his breath and goes into a low crawl, approaching Velshir's flank. He signs in thieves cant, then realizes that his friends might not know that language.
In Thieves Cant:
"What's the plan? Ambush? Bypass?"
Speaking very softly, he will whisper to Velshir et all: "Plan? Ambush, or leave them be?"
Softly whispering:
“Ambush. We are cleansing this literal den of thieves for the good of the town.”
"How many?" His fingers flicker and flit along with his words.
Velshir indicates a 3 with a shrug and waves his hand up and down laterally to indicate “approximately”
Then he holds up his fingers 5, 4, 3, 2, 1 and then be bursts into the room, intending to catch the occupants by surprise and try to take someone out quickly before they can react.
This appears to be a storeroom pressed into service as living quarters. Two double bunks stand against the wall near the door, while barrels and crates fill the southern half of the chamber. One Redbrand appears to be sleeping on the top bunk on the far wall, One Redbrand is searching through some of the supplies and another supervising the one searching.
Both Velshir and Loren may attack with advantage. Others roll initiative. R1 (searching) 6, R2 (supervising) 7. R3 (sleeping) initiative with disadvantage due to being asleep 3
Rolling Initiative Velshir with advantage, Loren with advantage, Sheyla 14, R2 14. R1 13, R3 5 (will edit this for Joshua once rolled)
Velshir and Loren may post their moves
Sheyla initiative 14
Loren targets the supervisor with a thrown knife in the back!
Attack: 7 Damage: 5 + 2 sneak attack damage!
Initiative: 9
(Oh... oh no.)
Initiative 5
javelin attack the nearest standing guy Attack: 21 Damage: 6
followed by an unarmed strike Attack: 16 Damage: 5
(I've doomed us all.)
Sheyla 14, R2 14. R1 13, Velshir 11, Loren 9, R3 5 (will edit this for Joshua once rolled) (note: Velshir is still down to 10 /19 hp)
Loren and Velshir's attacks both miss and alert them to the attack.
Sheyla's move and then R2 will attack.