Welcome to Tall Tales! The story of brave new recruits to The Adventurer's League, a budding guild in Waterdeep. The group gathered here is not the best of the best. They are not experienced, and they probably have no idea what they're doing. However, they are full of heart and vigor! What else could possibly matter? Let's find out what these characters are really made of as we delve into the adventures found in Tales from The Yawning Portal!
You are new recruits to a budding guild in Waterdeep, shining jewel of the Sword Coast and City of Splendors! The guild is named the Adventurer's League (see what I did there?). The female Halfling, Isael Broadfoot, is heading up the operation as Guild Master. She, in fact, is the one who has recruited you. You all, as the Adventurer's League newest (and only) members, are responsible for taking on quests, building up the name of the guild, and bringing in a bit of coin while you're at it. Your adventure starts with a brief meeting with Isael at the Guild Hall, currently located in the basement of a tavern and inn, The Copper Rose. "The Ol'Rose" as it's locally known, is operated by a tall and burly Half-Orc called Thafgre Holliston. It is a two-story building, with the second floor being a large common area lined with cots and hammocks for travelers and patrons.
The basement is cold and dry, but smells of earth and dust. It has been outfitted with a long table that takes up most of the space, as well as a chalk board with a single bulletin tacked onto the side. As the party members enter, Isael stands up from the head of the table and welcomes them. "Thank you for coming, recruits. I'm Isael, Guild Master of The Adventurer's League. Please, take a seat'. The halfling is just a tad taller than most of her kind and stands proud before you all. She has vibrant red hair tied in a thick singular braid down her back. "We don't have a lot of time here, so I'll be quick. We've already gotten a job." Isael unpins the bulletin from the board and slides it over the table.
"You'll head out to a sunken fortress not too far from a town on the Boarder Wilderness called Oakhurst. The locals call this sunken fortress The Sunless Citadel"
Another party of adventurers, locally based, delved into the Sunless Citadel a month past. They were never seen again. Two human members of that ill-fated party were brother and sister, Talgen Hucrele (a fighter) and Sharwyn Hucrele (a wizard). They were part of an important merchant family based in the nearby village of Oakhurst. Kerowyn Hucrele, the matriarch of the family, offers salvage rights to you and your team if you can find and return with the two lost members of her family — or at least return the gold signet rings worn by the missing brother and sister. She also offers a reward of 125 gp per signet ring, per character. If you bring back the Hucreles in good shape (of good mind and body), she offers to double the reward.
"That about covers it....Oh! One more thing" She produces a small lacquered wooden case and sets it on the table. With a quick flip of the latch, the lid opens to reveal 4 Potion of Healing(Common). "It's not much, but it's what I could scrounge up. Please, take them."
With that, and barring any other questions or concerns, Isael sets the party on the path of their inaugural adventure!
It takes a good week of traveling. It could have taken much, much longer on foot, but the party has been given permission to use the official Adventurer's League Transport (a horse and cart) to make their lives just ever so slightly easier. While passing through Oakhurst, the Party stays at the Ol' Boar Inn where they gleam a couple pieces of information from the locals.
No one knows for sure what the Sunless Citadel once was, but legends hint that it served as the retreat of an ancient dragon cult.
Cattle herders don’t graze their stock too far afield these days. They’re frightened by stories of new monsters that maraud by night. From time to time, cattle and people who have gone out alone at night have been found dead the next day, bearing dozens of needle-like wounds. No one has seen the creatures that cause this mayhem, nor do they leave a discernible trail.
At first light, you set off on the last small leg of your journey, following the directions of the locals to take The Old Road.
The Old Road passes to the east of a narrow ravine. At the road’s closest approach to the cleft, several broken pillars jut from the earth where the ravine widens. Two of the pillars stand straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths. A few similar pillars are visible on the opposite side of the ravine. A sturdy, knotted rope is tied to one of the leaning pillars on this side of the ravine. What will you do?
PRIOR TO DEPARTURE: To the DM: Does my family know the other merchant family (Kerowyn Hucrele's) who lost their two members in Oakhurst/sunless citadel? If so, what do I know about them? What is their main (merchant) trade? Are the reputable? Wealthy? Do I know of either of these two kids?
Can I roll to persuade Isael to give us more healing potions? I have a fear i'm going to end up hogging them with my idiocy/squishyness... :( Was I successful, with my merchant connections, in buying any more heal potions?
Do we have any insight on whether we would be well served by bringing a mule? I have the impressive strength of three 5-year-olds; so i'm not going to be carrying anyone out.
I'll ask Isael: 1. to describe these two missing adventurers to us in detail (race, age, what they are wearing, is there a portrait or image of them we can see?) 2. describe where we are going, preferably give us a map, ask what threats/creatures we are expected to face 2. what the specific goal of our party is (just successful adventuring under her banner to promote her group?) 3. ask what kind of support and resources we can expect her to provide 4. i'll ask her to provide us with provisions (food, water skins, maybe some wine) and a mule in case we need to carry the adventurer's out
To the group: ◆ I'll buy the group a round of drinks and introduce myself "Ahoy, i'm Teion, friends call me 'Dashing." ◆ Since we are me(rogue1) along with two other rogues and a monk-- explain that i'm likely to proceed to cleric1 then the rest as bard. Ill ask everyone else's intentions "Anyone here have career plans they'd like to share?" (just so that we know what our strengths will be and what we need). ◆ "Also curious if any of you know languages other than common (which)?" ◆ "Alignments?" (idc, just curious -- i'm starting as CN) ◆ I'll also point out (and ask if it's ok with y'all) that i'd like to try initially using a bit of deception on encounters to see if we can brazenly walk in and close the distance with creatures and when everyone is in striking distance suddenly (surprise/sneak attack) stab them in the face with something pointy. Except for the monk, Katiri can judo chop them. ...preferably while making cool karate noises while doing so. :)
Group discussion: ◆ Does the group agree that we should try to recruit/hire/kidnap a focused healer(cleric) at one of the local temples prior to heading out? ◆ Should we try to negotiate the matriarch's reward to be 1x if we attempt the rescue/retrieval, 2x if we return with signet rings, 3x if we return with their corpses, and 4x if we get them back alive?
AFTER DEPARTURE: ◆ I'll use this week of traveling to get to know my companions. ◆ At the Boar Inn in Oakhurst, ill see if i can determine whether it's a "ancient dragon cult" or "ancient cult that worshiped a dragon" because i'm not too sure i'm super excited to be using a hand crossbow against an ancient dragon at this point in my career. ;) ◆ DM: Should we all roll something <knowledge nature? survival? investigation?> to see if any of our party has a clue what the needle-poking, cattle-eating creature might be? ◆ DM: Can we assume we reach the sturdy rope at first light? seems like it'd be the most sensible time to plan to arrive so we can use the most of the daylight to see what's going on... i'll comb the area around the rope and the pillar the rope goes on and see if i can further add to our collective knowledge. (what do you want me to roll?) (it's just a pillar? the pillar looks sturdy?) ◆ To the group: "Maybe someone more skilled in athletics could climb up and scope out the sights and update our map?"
You know very little about the Hurcele family. They are not very affluent, but they are wealthy enough to offer the reward that was already mentioned. They're about as rich as you would expect from a small town on the fringes of civilization. As far as negotiating for a bigger reward, Isael, as Guild Master, has signed an agreement with the Hurcele Matriarch. You're still welcome to whatever treasure you find in the Sunless Citadel that isn't already property of the Hurcele family.
As for your mule request, you've already got a horse and cart. That plus the 4 potions you were provided is all Isael could muster. You'll have at your disposal provisions given by your starting equipment and what was provided by your Background. Isael gave basic information on the area that she knew. That combined with the information you gain from the locales, you learned what paths to take to avoid some dangers....Goblins have been known to roam about and it's just too dangerous to travel The Old Road at night, which is why you wait until first light to leave. You also have descriptions of the party that was lost given by a combination of what the locals knew and what Isael had found. One extra bit of information you find at the Ol'Boar Inn is that a paladin of Pelor named Sir Bradford had a curious sword he called Shatterspike. No one has anything else of note to share with the party.
Things of note in the village
General Store- Run by the Hurcele family
Shrine to Pelor- Tended to by a female Gnome Priest of Pelor named Dem “Corkie” Nackle whom is happy to do what she can, but she turns down any request to join the party
Ol' Boar Inn
Blacksmith- worked by a male Dwarf Commoner named Rurik Lutgehr
Jail- run by a female half-elf veteran named Felosial. She has a contingent of 16 guards, but she cannot spare any to help as they are needed to guard the town.
Dashing doesn't have enough information to go off yet to make any educated guess as to what these mysterious creatures could be. The information given matches many things that come to mind. You'll have to find out more before you can gleam anything further.
The pillars look sturdy enough. You figure this rope is probably something used by the previous party to descend and it looks well, strong, and intact. Make an Investigation or Perception roll to discern more.
The pillars look sturdy enough. You figure this rope is probably something used by the previous party to descend and it looks well, strong, and intact.
Oooh, i was picturing the pillars standing up in a valley on our destination to somewhere. They are, instead, where we climb down to enter the spooky place?
Let's fill our rations and skins for the journey ahead, and make sure the group is full up on ammo and such.
Dashing will ask around to see if there are any special items (silvered, exotic, etc) at the blacksmith and general store
He will also see if Corkie has any potions or scrolls to donate/sell, and see if we can return, if wounded, and get healed by her?
Also check with Felosial to see if there are any bounties on creatures in the area, or reward for killing off the needle monsters, making the area safe for cattle once again? and if she has relevant further info on anything in the area?
Corkie states she doesn't have anything to offer other than giving a prayer for safe journey to Dashing and his companions. She can provide some very minor healing by stabilizing people with her knowledge of medicine, but she offers that she has been gifted with the blessing of magical healing by Pelor before. It comes and goes...usually good for one person. She states you are welcome to see her again if you need immediate assistance and she will see if she can ply the blessing from Pelor.
Only mundane items (nothing silvered or exotic) are available in town.
No bounties are currently being offered.
You are full up on your provisions. You made sure to do that before you left Oakhurst. Now, let us assume everyone is at the edge of the ravine next to these columns and dangling rope.
Dashing volunteers to be second down the rope, behind someone holding one of the healing potions, in case his fragile ass falls. Dashing will say a silent prayer of thanks to the gods that he is not afraid of heights.
Alos is kinda tipsy and in a haze from recent events, and doesn't talk too much to any in the party; (seems a lil conceited) N' he mumbles to himself that he can't believe he's "stooped to this level, adventuring to get gold, I used to be rich!" as he gets onto the rope n' climbs down. (Unaware of even the existence of danger while adventuring since he's never done it)
http://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/[img]https:/i.imgur.com/22aNcCE.jpg[/img]" alt="">(We will press on for now, assuming the other two characters are following. Just for the sake of moving things along)
You find that the rope is knotted and very easy to climb down. Due to its good condition, any one of the characters may deduce that the rope couldn't have been here for more than 2 or 3 weeks. After descending about 50 feet, you reach a sandy ledge that overlooks a subterranean gulf of darkness to the west. The ledge is wide but rough. Sand, rocky debris, and the bones of small animals cover it. A rough-hewn stairwell zigs and zags down the side of the ledge, descending into darkness.
OOC:Sorry I'm late. A team of rogues and a monk on a search and retrieve mission. This should be interesting. I suggest we try not to get hit, though I use that plan even when there is a cleric. I agree that stealth and deception are probably our best bet.
"I'll take a look around. While I like flirting with danger, I also prefer not dying."
You see many tracks along the ground. Some humanoid and some not. A successful Survival check can provide further details. You also see a small ring of rocks close to the corner of the ledge. It is covered and filled with ash and burnt debris from what would have to be hundreds of previous fires.
It's hard to make out. There do appear to be at least two very different types of tracks you see. One kind is definitely humanoid. The other is definitely not.
One more thing! I will say with your Perception of 19, you notice two creatures hidden in a large pile of debris next to the first stairway. You can't quite make them out, but you definitely feel they are watching you and your group.
Whispering to the party, "I noticed two creatures by the first stairway. I'm sure they have seen us but I'm not sure if they know, we know about them. They haven't stabbed us yet, so that is a good sign. I'm sure we could beat them in a fight but I would like to try talking to them first. If anyone has an objection to speaking with them, I would like to hear it. However, this is a dangerous world, be ready for an ambush."
OOC: Can I take the ready action? Stab if they come within range? Also, I don't want to send the party on reckless trips so please let me know if I'm doing something stupid. I'll talk to the creatures if nobody says anything today.
No problem! You ready an action with what weapon, please?
Also, are you going to approach them or try to talk from where you are? If you don't want to come off as threatening, you'll require a Sleight of Hand to hide your intention. Please also go ahead and let me know what you're going to say and in what language you'll speak.
OOC: I'll use my dagger. Talking from where I am in common.
Sleight of hand
13
"To those behind the rubble, I can see you. I don't mean you harm and want to talk to you. We are travelers exploring the the wonders of the world. If you would speak with us, I would be delighted."
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Welcome to Tall Tales! The story of brave new recruits to The Adventurer's League, a budding guild in Waterdeep. The group gathered here is not the best of the best. They are not experienced, and they probably have no idea what they're doing. However, they are full of heart and vigor! What else could possibly matter? Let's find out what these characters are really made of as we delve into the adventures found in Tales from The Yawning Portal!
You are new recruits to a budding guild in Waterdeep, shining jewel of the Sword Coast and City of Splendors! The guild is named the Adventurer's League (see what I did there?). The female Halfling, Isael Broadfoot, is heading up the operation as Guild Master. She, in fact, is the one who has recruited you. You all, as the Adventurer's League newest (and only) members, are responsible for taking on quests, building up the name of the guild, and bringing in a bit of coin while you're at it. Your adventure starts with a brief meeting with Isael at the Guild Hall, currently located in the basement of a tavern and inn, The Copper Rose. "The Ol'Rose" as it's locally known, is operated by a tall and burly Half-Orc called Thafgre Holliston. It is a two-story building, with the second floor being a large common area lined with cots and hammocks for travelers and patrons.
The basement is cold and dry, but smells of earth and dust. It has been outfitted with a long table that takes up most of the space, as well as a chalk board with a single bulletin tacked onto the side. As the party members enter, Isael stands up from the head of the table and welcomes them. "Thank you for coming, recruits. I'm Isael, Guild Master of The Adventurer's League. Please, take a seat'. The halfling is just a tad taller than most of her kind and stands proud before you all. She has vibrant red hair tied in a thick singular braid down her back. "We don't have a lot of time here, so I'll be quick. We've already gotten a job." Isael unpins the bulletin from the board and slides it over the table.
"You'll head out to a sunken fortress not too far from a town on the Boarder Wilderness called Oakhurst. The locals call this sunken fortress The Sunless Citadel"
Another party of adventurers, locally based, delved into the Sunless Citadel a month past. They were never seen again. Two human members of that ill-fated party were brother and sister, Talgen Hucrele (a fighter) and Sharwyn Hucrele (a wizard). They were part of an important merchant family based in the nearby village of Oakhurst. Kerowyn Hucrele, the matriarch of the family, offers salvage rights to you and your team if you can find and return with the two lost members of her family — or at least return the gold signet rings worn by the missing brother and sister. She also offers a reward of 125 gp per signet ring, per character. If you bring back the Hucreles in good shape (of good mind and body), she offers to double the reward.
"That about covers it....Oh! One more thing" She produces a small lacquered wooden case and sets it on the table. With a quick flip of the latch, the lid opens to reveal 4 Potion of Healing(Common). "It's not much, but it's what I could scrounge up. Please, take them."
With that, and barring any other questions or concerns, Isael sets the party on the path of their inaugural adventure!
It takes a good week of traveling. It could have taken much, much longer on foot, but the party has been given permission to use the official Adventurer's League Transport (a horse and cart) to make their lives just ever so slightly easier. While passing through Oakhurst, the Party stays at the Ol' Boar Inn where they gleam a couple pieces of information from the locals.
At first light, you set off on the last small leg of your journey, following the directions of the locals to take The Old Road.
The Old Road passes to the east of a narrow ravine. At the road’s closest approach to the cleft, several broken pillars jut from the earth where the ravine widens. Two of the pillars stand straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths. A few similar pillars are visible on the opposite side of the ravine.
A sturdy, knotted rope is tied to one of the leaning pillars on this side of the ravine. What will you do?
PRIOR TO DEPARTURE:
To the DM:
Does my family know the other merchant family (Kerowyn Hucrele's) who lost their two members in Oakhurst/sunless citadel? If so, what do I know about them? What is their main (merchant) trade? Are the reputable? Wealthy? Do I know of either of these two kids?
Can I roll to persuade Isael to give us more healing potions? I have a fear i'm going to end up hogging them with my idiocy/squishyness... :( Was I successful, with my merchant connections, in buying any more heal potions?
Do we have any insight on whether we would be well served by bringing a mule? I have the impressive strength of three 5-year-olds; so i'm not going to be carrying anyone out.
I'll ask Isael:
1. to describe these two missing adventurers to us in detail (race, age, what they are wearing, is there a portrait or image of them we can see?)
2. describe where we are going, preferably give us a map, ask what threats/creatures we are expected to face
2. what the specific goal of our party is (just successful adventuring under her banner to promote her group?)
3. ask what kind of support and resources we can expect her to provide
4. i'll ask her to provide us with provisions (food, water skins, maybe some wine) and a mule in case we need to carry the adventurer's out
To the group:
◆ I'll buy the group a round of drinks and introduce myself "Ahoy, i'm Teion, friends call me 'Dashing."
◆ Since we are me(rogue1) along with two other rogues and a monk-- explain that i'm likely to proceed to cleric1 then the rest as bard. Ill ask everyone else's intentions "Anyone here have career plans they'd like to share?" (just so that we know what our strengths will be and what we need).
◆ "Also curious if any of you know languages other than common (which)?"
◆ "Alignments?" (idc, just curious -- i'm starting as CN)
◆ I'll also point out (and ask if it's ok with y'all) that i'd like to try initially using a bit of deception on encounters to see if we can brazenly walk in and close the distance with creatures and when everyone is in striking distance suddenly (surprise/sneak attack) stab them in the face with something pointy. Except for the monk, Katiri can judo chop them. ...preferably while making cool karate noises while doing so. :)
Group discussion:
◆ Does the group agree that we should try to recruit/hire/kidnap a focused healer(cleric) at one of the local temples prior to heading out?
◆ Should we try to negotiate the matriarch's reward to be 1x if we attempt the rescue/retrieval, 2x if we return with signet rings, 3x if we return with their corpses, and 4x if we get them back alive?
AFTER DEPARTURE:
◆ I'll use this week of traveling to get to know my companions.
◆ At the Boar Inn in Oakhurst, ill see if i can determine whether it's a "ancient dragon cult" or "ancient cult that worshiped a dragon" because i'm not too sure i'm super excited to be using a hand crossbow against an ancient dragon at this point in my career. ;)
◆ DM: Should we all roll something <knowledge nature? survival? investigation?> to see if any of our party has a clue what the needle-poking, cattle-eating creature might be?
◆ DM: Can we assume we reach the sturdy rope at first light? seems like it'd be the most sensible time to plan to arrive so we can use the most of the daylight to see what's going on...
i'll comb the area around the rope and the pillar the rope goes on and see if i can further add to our collective knowledge. (what do you want me to roll?)
(it's just a pillar? the pillar looks sturdy?)
◆ To the group: "Maybe someone more skilled in athletics could climb up and scope out the sights and update our map?"
You know very little about the Hurcele family. They are not very affluent, but they are wealthy enough to offer the reward that was already mentioned. They're about as rich as you would expect from a small town on the fringes of civilization. As far as negotiating for a bigger reward, Isael, as Guild Master, has signed an agreement with the Hurcele Matriarch. You're still welcome to whatever treasure you find in the Sunless Citadel that isn't already property of the Hurcele family.
As for your mule request, you've already got a horse and cart. That plus the 4 potions you were provided is all Isael could muster. You'll have at your disposal provisions given by your starting equipment and what was provided by your Background. Isael gave basic information on the area that she knew. That combined with the information you gain from the locales, you learned what paths to take to avoid some dangers....Goblins have been known to roam about and it's just too dangerous to travel The Old Road at night, which is why you wait until first light to leave. You also have descriptions of the party that was lost given by a combination of what the locals knew and what Isael had found. One extra bit of information you find at the Ol'Boar Inn is that a paladin of Pelor named Sir Bradford had a curious sword he called Shatterspike. No one has anything else of note to share with the party.
Things of note in the village
Dashing doesn't have enough information to go off yet to make any educated guess as to what these mysterious creatures could be. The information given matches many things that come to mind. You'll have to find out more before you can gleam anything further.
The pillars look sturdy enough. You figure this rope is probably something used by the previous party to descend and it looks well, strong, and intact. Make an Investigation or Perception roll to discern more.
Corkie states she doesn't have anything to offer other than giving a prayer for safe journey to Dashing and his companions. She can provide some very minor healing by stabilizing people with her knowledge of medicine, but she offers that she has been gifted with the blessing of magical healing by Pelor before. It comes and goes...usually good for one person. She states you are welcome to see her again if you need immediate assistance and she will see if she can ply the blessing from Pelor.
Only mundane items (nothing silvered or exotic) are available in town.
No bounties are currently being offered.
You are full up on your provisions. You made sure to do that before you left Oakhurst. Now, let us assume everyone is at the edge of the ravine next to these columns and dangling rope.
Dashing volunteers to be second down the rope, behind someone holding one of the healing potions, in case his fragile ass falls. Dashing will say a silent prayer of thanks to the gods that he is not afraid of heights.
Alos is kinda tipsy and in a haze from recent events, and doesn't talk too much to any in the party; (seems a lil conceited) N' he mumbles to himself that he can't believe he's "stooped to this level, adventuring to get gold, I used to be rich!" as he gets onto the rope n' climbs down. (Unaware of even the existence of danger while adventuring since he's never done it)
Ill follow Alos down the rope (and likely to my doom).
http://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/[img]https:/i.imgur.com/22aNcCE.jpg[/img]" alt="">(We will press on for now, assuming the other two characters are following. Just for the sake of moving things along)
You find that the rope is knotted and very easy to climb down. Due to its good condition, any one of the characters may deduce that the rope couldn't have been here for more than 2 or 3 weeks. After descending about 50 feet, you reach a sandy ledge that overlooks a subterranean gulf of darkness to the west. The ledge is wide but rough. Sand, rocky debris, and the bones of small animals cover it. A rough-hewn stairwell zigs and zags down the side of the ledge, descending into darkness.
http://www.dndbeyond.com/forums/d-d-beyond-general/play-by-post/[img]https:/i.imgur.com/22aNcCE.jpg[/img]" alt="">
Teion silently celebrates the fact that he didn't fall
i'll look around at the landing?
Sure! Make a Perception check.
Also, I've added a picture to my previous post, showing the basic layout of what's visible.
OOC:Sorry I'm late. A team of rogues and a monk on a search and retrieve mission. This should be interesting. I suggest we try not to get hit, though I use that plan even when there is a cleric. I agree that stealth and deception are probably our best bet.
"I'll take a look around. While I like flirting with danger, I also prefer not dying."
Perception
19
OOC: Welcome!
You see many tracks along the ground. Some humanoid and some not. A successful Survival check can provide further details. You also see a small ring of rocks close to the corner of the ledge. It is covered and filled with ash and burnt debris from what would have to be hundreds of previous fires.
"This place has been busy. I wonder who made these?"
Survival
7
It's hard to make out. There do appear to be at least two very different types of tracks you see. One kind is definitely humanoid. The other is definitely not.
"I couldn't tell what these tracks were. Unless someone has another idea, I suggest we continue going down."
Gavin seems excited to get going.
One more thing! I will say with your Perception of 19, you notice two creatures hidden in a large pile of debris next to the first stairway. You can't quite make them out, but you definitely feel they are watching you and your group.
Whispering to the party, "I noticed two creatures by the first stairway. I'm sure they have seen us but I'm not sure if they know, we know about them. They haven't stabbed us yet, so that is a good sign. I'm sure we could beat them in a fight but I would like to try talking to them first. If anyone has an objection to speaking with them, I would like to hear it. However, this is a dangerous world, be ready for an ambush."
OOC: Can I take the ready action? Stab if they come within range? Also, I don't want to send the party on reckless trips so please let me know if I'm doing something stupid. I'll talk to the creatures if nobody says anything today.
No problem! You ready an action with what weapon, please?
Also, are you going to approach them or try to talk from where you are? If you don't want to come off as threatening, you'll require a Sleight of Hand to hide your intention. Please also go ahead and let me know what you're going to say and in what language you'll speak.
OOC: I'll use my dagger. Talking from where I am in common.
Sleight of hand
13
"To those behind the rubble, I can see you. I don't mean you harm and want to talk to you. We are travelers exploring the the wonders of the world. If you would speak with us, I would be delighted."