Back to the Loch with you, Nessie. There drops the last Redbrand.
Well done. 70 xp per player.
Ok. So we have the hallway to the locked door from where you guys came, the double doors leading out of the crypts, or you can explore the room the Redbrands came from.
This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of disheveled human women are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain grey tunics and have iron collars fitted around their necks.
A heap of discarded clothing is piled carelessly against the far wall. The prisoners look afraid, and helpless.
He gives a scowl, seeing that these aren't just petty thieves, but slavers too! It's all he can do to not go back out there and smash what's left with his hammer! Hardi does his best to give them a warm, reassuring smile. "Hey there. Don't worry. We're gonna getcha out, eh? Where are the keys?"
"You... Alright there, buddy?" Coryn asked Brugo, standing in a defensive stance as he faced the Half-Orc. He eyes him up and down, trying to see if there seems to be any malice coming form him.
Insight 6
OOC: Lets try that again16. Ignore the second roll, it originally said that the first roll couldn't be parsed.
Oh! And how much exp did we get for the Redbrand fight in the town?
Kyle walks up with a key from one of the dead Redbrands as Hardi's hammer smashes the lock off it's mechanism. The prisoners exchange a quick glace at each other.
This post has potentially manipulated dice roll results.
Cedrik enters the cell to talk to the prisoners. "We are here to stop the Redbrand menace. Do you know anything that might help us? Is it alright if I remove your collars?" He thinks that the collars might be trapped to harm the wearer if removed. He will attempt to remove the collars if the answer is yes.
Looking back, "Is that telepathic thing still following us? Let's get the civilians to safety before it gets here."
Perception: 17
OOC: Are we playing with Ruffles being attacked or was Brugo's attack shifted to the skeleton? Either way, it made my day just imagining it.
The prisoners let you take off the collars, gladly. They tell you that the Redbrands are being run by a wizard, and that he has "tall, furry monsters with big ears" helping him. That's all they know. But you get 100 xp EACH for helping the prisoners.
And lets assume that Brugo did NOT mean to explode your owl.=P
The telepathic being's presence cannot be felt at this time. Where to men?
Hardi will tell the prisoners how to leave safely. With that, he turns back to the rest. "Well that's nice! Saved some people and got some info, eh? Maybe we should head back, ya know? See what those double doors are all about and all"
Back to the Loch with you, Nessie. There drops the last Redbrand.
Well done. 70 xp per player.
Ok. So we have the hallway to the locked door from where you guys came, the double doors leading out of the crypts, or you can explore the room the Redbrands came from.
Hardi trundles over to where the Redbrands came from to give it the ol' once-over. "Let's just take a lookie-loo, eh?"
Perception: 7
Edit: That should actually be a 9. I forgot to add proficiency. What a HUGE DIFFERENCE it makes :D
SLAVE PENS
This long room is partitioned into three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of disheveled human women are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain grey tunics and have iron collars fitted around their necks.
A heap of discarded clothing is piled carelessly against the far wall. The prisoners look afraid, and helpless.
He gives a scowl, seeing that these aren't just petty thieves, but slavers too! It's all he can do to not go back out there and smash what's left with his hammer! Hardi does his best to give them a warm, reassuring smile. "Hey there. Don't worry. We're gonna getcha out, eh? Where are the keys?"
The prisoners have no idea.
The lock can be picked, or muscled open, perhaps.
"Stand back then!" He winds up with his Maul and swings for the lock!
Maul: Attack: 11 Damage: 9
CLANK!!!!
Still holds.
"You... Alright there, buddy?" Coryn asked Brugo, standing in a defensive stance as he faced the Half-Orc. He eyes him up and down, trying to see if there seems to be any malice coming form him.
Insight 6
OOC: Lets try that again16. Ignore the second roll, it originally said that the first roll couldn't be parsed.
Oh! And how much exp did we get for the Redbrand fight in the town?
Coryn, you got 80 xp for that fight.
And your insight roll provides you with a very good idea that Brugo made a horrible mistake.
Kyle will investigate the bodies in search of some keys.
investigation: 12
Again!
Maul: Attack: 13 Damage: 8
Kyle walks up with a key from one of the dead Redbrands as Hardi's hammer smashes the lock off it's mechanism. The prisoners exchange a quick glace at each other.
Cedrik enters the cell to talk to the prisoners. "We are here to stop the Redbrand menace. Do you know anything that might help us? Is it alright if I remove your collars?" He thinks that the collars might be trapped to harm the wearer if removed. He will attempt to remove the collars if the answer is yes.
Looking back, "Is that telepathic thing still following us? Let's get the civilians to safety before it gets here."
Perception: 17
OOC: Are we playing with Ruffles being attacked or was Brugo's attack shifted to the skeleton? Either way, it made my day just imagining it.
Kyle rolls his eyes and opens the other cell.
The prisoners let you take off the collars, gladly. They tell you that the Redbrands are being run by a wizard, and that he has "tall, furry monsters with big ears" helping him. That's all they know. But you get 100 xp EACH for helping the prisoners.
And lets assume that Brugo did NOT mean to explode your owl.=P
The telepathic being's presence cannot be felt at this time. Where to men?
Hardi will tell the prisoners how to leave safely. With that, he turns back to the rest. "Well that's nice! Saved some people and got some info, eh? Maybe we should head back, ya know? See what those double doors are all about and all"
The double doors lead back to the entrance.
"Tall, furry monsters. We can't figure that out unless we move on. Lead on Hardi."
You basically have the hallway back there with the locked door before the crypt, or further back to the great cavern with the crevasse...
...and god knows what else.
Heh heh heh....
Is that back to where we have already been? If so, Cedrik will look at the locked door in the crypt. Why lock this door and not the slave pen door?
Investigation: 18