
GM Ken |

The chest is full of gems (23 of them, to be exact).

Duncan Esteros |

Duncan leans back so the others can see the contents of the chest.
"Well that looks like a nice little haul. Lets gather them up and get out of here before anyone else shows up!"

Garnult Tarnhammer |

Gods be damned. What...Just a bit o kidnappin eh? The Forgefather will see justice done. Garnult growls at the former smuggler
Sounds like someone's comin... Garnult says, hefting his warhammer.

GM Ken |

Gods be damned. What...Just a bit o kidnappin eh? The Forgefather will see justice done. Garnult growls at the former smuggler
Sounds like someone's comin... Garnult says, hefting his warhammer.
"Obviously the boss got into some horrifying stuff, but we had no idea! If you want justice, ya already killed the boss. Hopefully you got whatever was in her head, too. Whatever that was, it's ta blame!"
As the dwarf mentions the sounds, the smuggler wastes no time. Annoyance turns to fear, and he hurries out the middle door of the meeting room into a hallway beyond.
From the warehouse area, there are muffled sounds of, "These ones are dead, too." "Quiet! They might still be in here." "Clear over here."

GM Ken |

Duncan searches for a exit from the office area...perhaps a secret door??
Perception: 1d20+5
In the immediate boss's office, the only other door is to a privy that is open to the sewers. From the smells coming up (and that high perception roll you quickly regret), it's easy to guess where the rest of the bodies other than the heads likely wound up.
Following the fleeing smuggler/guard from the meeting room (unless someone wants to stop him), he hurries down a back hallway past 2 more doors, and then activates a secret door that opens up into the alley behind the warehouse.
Sorry, should have mapped it out, but one way or another, I think you all are about done in this building. :) I can map it out if people prefer or want to try something unconventional. Otherwise, the only directions to go are:
1) Stay in one of these rooms and see what happens
2) Go back into the main warehouse area to face whatever group is moving through there
3) Follow the fleeing smuggler out into alley
4) Check out the 2 doors he ran past
5) Or, I suppose for the truly strong stomached, drop down into the sewers

Garnult Tarnhammer |

Garnult growls and follows the man out into the alleyway

Alvyn Beren |
Alwyn quickly glances behind him, then begins to flee with the guard.

GM Ken |

There is some activity around the front of the warehouse, but thankfully the secret exit isn't being observed. Everyone makes it out into the back alley unnoticed. The air is cold, but the buildings block most of the bitter wind, and it almost feels refreshing after the horrors inside the office and vault.
The fleeing smuggler turns down the next alley, and keeps glancing back at the group in a unsubtle attempt to see if they have stopped following him or not.
Where to? Follow the fleeing smuggler? Loop around to the front of the warehouse to see who is there? Return to your rooms for the night? Johana and her brother are hopefully asleep at this hour, but half the group has crashed there before, so it's an option? Somewhere else?
Also, there's some big stuff coming and PbP (especially this one) tend to drag out over a lot of real time, so I proclaim we're doing some faster XP and everyone is now Level 7. Enjoy!

Alvyn Beren |
Alvyn turns to the rest of the band What's our plan guys? I say we see who else is at the warehouse, and confront them if we have to.
Time to level up Alvyn!

GM Ken |

I am sorry, but I am going to have to drop out of this one due to the pace. Thank you all, especially you, GM Ken, and good luck.
No worries, I completely understand. Thanks for sticking with it until now. It was kind of doomed from the start. You all have interesting characters, so I'm willing to keep chugging along for just a few more encounters and we'll be thru this module. I want to at least get this module wrapped up for some closure. Then whoever is still around can decide if we want to find more players and/or new GM for the next module, or just call it a noble try.:)
Alvyn (and anyone who wants to go with him) moves around to the front of the warehouse and sees two members of the city guard out front, and several more inside. They are more focused on the interior and have not noticed Alvyn, puppet, or any others yet.

Alvyn Beren |
Alwyn peeks around the corner, and tiptoes back towards the group. The city guards are here. I suggest we head back towards the town

Garnult Tarnhammer |

Good idea. Garnult says, nodding to the gnome and following back towards town.

GM Ken |

Unless there are opinions otherwise, I assume you go back and get a long rest at the inn you have been staying at. If not or if there's anything else you want to do, let me know. Don't forget to level to 7.
Also, to help get us through to the end of this module, I think I will bring Krieger back. For the new people, he was my PC before I took over DM duties. He was in a coma from a weird psychic stuff happening, but we could probably use a little extra power as we approach the end. I figure he might still be a bit addled from the attack, so don't expect him to make any decisions. He'll just follow your lead. :)
As you get up in the morning, Handsome John, the ever-present innkeeper/bartender (and again, only person there) asks, "Hey, you folks been getting into trouble? Captain of the Guard, Lucian himself, came by asking if you were staying here. You bringing trouble my way?"

Duncan Esteros |

Sorry I have been quiet for the last little while...moving did not go as smoothly as I had hoped, but I am mostly back now and will update Duncan. Sorry to see we lost Mal..

Alvyn Beren |
[ooc]Will try and update Alwvyn
No, John Alwvyn replies Just dealing with some trouble He then smiles, and tosses a few coins down on the table Now pass me a meal, will ya? All that dealing with trouble has made me hungry

GM Ken |

[ooc]Will try and update Alwvyn
No, John Alwvyn replies Just dealing with some trouble He then smiles, and tosses a few coins down on the table Now pass me a meal, will ya? All that dealing with trouble has made me hungry
John goes back to the kitchen and cooks up some eggs and a couple slices of ham each in a large skillet. While doing so, he occasionally glances back at the group, watching them intently.
When he brings the food out, he asks, "This trouble have to do with your friend?" He tries to sound casual with the question, but there is an edge to his voice.
His hands tremble a bit as he serves everyone. His grip on the pan getting tighter. He keeps control long enough to serve the food - after all, he is a good host. But after serving the last of you, he slams the pan down. "Now there's some damned strange things happening around town! It started before you all showed up, but not far from when your friend was here. So I gave you the benefit of the doubt - even tried to help ya out."
He picks the pan up again, holding it down at his side, but you can see the old soldier in him underneath the greying hair and middle-age paunch. "But now I need to ask you, eye-to-eye, have you been bringing this trouble to my town?"

Alvyn Beren |
Alwvyn looks a bit frightened, and his puppet recoils a bit, and scurries off his shoulder and into his pack. N...no sir! He pauses, and regains his composure A group of criminals that were up to no good started the trouble. We just want to find our friend

GM Ken |

???: 1d20 ⇒ 8
He studies you intently, but seems to believe you, easing his grip slightly. "A group of criminals did all this? They make the town go all crazy? Is this cold weather them, too, or is that just the gods having a laugh at us? And why is the Captain of Guard after you?"

Alvyn Beren |
The criminals did do this. At least, their boss did this. We captured one, and he was hysterical, said something about the something being in the boss's head. Look, I don't know how they did this, or why the guard is after us, but, I do know that I have nothing to do with whats happening in your town!

GM Ken |

John seems to be confused by all this, but says, "Well, you best be watching out. There's a few guardsmen out front doing a poor job of hiding themselves waiting for you. They are good folks and don't seem to have gone crazy like so many, but who the Hells knows for sure! What are you planning on doing next?"

GM Ken |

While everyone is wondering what to do next, there is the sound of a door creaking from the kitchen that startles John. He picks the pan back up, "There's no one else here but us... you expecting anyone? The city guard know better than to sneak into my place even if they are after someone."

Alvyn Beren |
Alwyn looks surprised, and turns to the door. Umm... I do not believe so

Duncan Esteros |

We were looking for our friend when we were set upon by a crazy lady and her thugs. We escaped and now are trying to figure out what the heck is going on. I have a feeling the guard has been compromised and are now hunting us because we discovered something we should not have!"

GM Ken |

Sorry it's been a busy week. But let's just jump right into it to get things moving! :)
Emerging from the kitchen is Johana (the woman whose brother Duncan and the others helped recover) and Krieger (a deep gnome who helped the group rescue said brother but whose mind got nuked somehow). Their faces are blank and expressionless – and their eyes are the same solid purple as the gang boss. Johana is armed with her daggers and Krieger has his hammer ready as they walk methodically towards the group.
Roll Perception and Initiative.

Alvyn Beren |
Init: 1d20 + 1 ⇒ (6) + 1 = 7
Perception: 1d20 + 1 ⇒ (17) + 1 = 18
Alwyn shouts Behind you John!, and draws his crossbow.

Duncan Esteros |

Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Initiative: 1d20 + 4 ⇒ (8) + 4 = 12
Duncan groans as he sees the figures skulk out of the back room.
"By the gods, has this place gone insane? Try not to hurt them if you can...perhaps they can be brought back to themselves!"
Leaving his sword in it's scabbard, Duncan flows forward and takes an aggressive stance.

Garnult Tarnhammer |

Init: 1d20 - 1 ⇒ (4) - 1 = 3
Perception: 1d20 + 3 ⇒ (11) + 3 = 14
Come on then! Come get smacked!

GM Ken |

Krieger Init: 1d20 + 2 ⇒ (10) + 2 = 12
Johana Init: 1d20 + 3 ⇒ (5) + 3 = 8
Handsome John Init: 1d20 ⇒ 18
???: 1d20 ⇒ 3
???: 1d20 ⇒ 4
John gives the boost to win init - PCs first!! All of you may act.

Alvyn Beren |
Alwyn shouts There's two more behind them!, and fires his crossbow, but makes sure to aim for the knee. He tries to disable, not kill, them.
Attk: 1d20 + 4 ⇒ (5) + 4 = 9
dmg, if hit: 1d20 + 2 ⇒ (4) + 2 = 6

Garnult Tarnhammer |

Forgefather! Hear my call! Garnult cries out, calling on his deity to imbue his weapon with righteous fire.
Casting Elemental Weapon
Status:
59/59
AC 22
Elemental Weapon (Fire) +1 to hit +1d4 Fire damage

Garnult Tarnhammer |

FYI, RAW in 5e is that enemies are either disabled or killed at 0HP depending on what the player wants. No more nonlethal/lethal differentiation.

Duncan Esteros |

Ah, your right..I had forgotten that...thanks Garnult
Duncan moves towards Johana and strikes at the woman.
"I am sorry lass. I will try to make this quick and as painless as possible."
Attack (Unarmed): 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d4 + 4 ⇒ (1) + 4 = 5
Attack (Unarmed): 1d20 + 7 ⇒ (13) + 7 = 20
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Alvyn Beren |
FYI, RAW in 5e is that enemies are either disabled or killed at 0HP depending on what the player wants. No more nonlethal/lethal differentiation.
Thanks :)

GM Ken |

Good point! Thanks for reminder, Garnult!
Alvyn's bolt goes wide, Garnult lights up, and Duncan grazes Johana with one strike but lands a hit with the second.
--------------------
JOHN:
John is in shock at what's happening, but despite years of retirement, his instincts kick in. He hesitates to strike his friend, so instead he swings his pan at Krieger.
John attack: 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Krieger Int Save: 1d20 + 6 ⇒ (20) + 6 = 26 Whew!
John lands a solid hit across Krieger's head. The deep gnome staggers and puts a hand up as he takes several deep breaths. When he looks up, his eyes are normal. "Hold! I have control of myself again. The creatures we need to stop are behind us. Do your best to keep them out of your mind!"
--------------------
KRIEGER:
A brief glow flickers across Krieger's forehead, looking like a small glowing shield as he spreads his fingers to point at the group.
Intellect Fortress - All of you have resistance to psychic damage, and advantage on Int, Wis, and Cha saves.
--------------------
JOHANA:
Johana attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Johana swings her blade at Duncan, striking him in the arm.
--------------------
OTHERS:
The two creatures emerge from the kitchen and despite facing many foes in your careers, there is something deeply unnerving about this pair. A primitive part of your brain immediately wants to flee from them as fast as possible, but you manage to keep your wits about you.
They are about 6 feet tall and gaunt. They are covered from bulbous head to foot in a black, rubbery suit. Their black suit covering their large, round cranium is only broken by a pair of deeply darkened lenses, and 4 slits where their mouths might be. Emerging from those slits are purple tentacles a little over a foot long, dripping with mucus.
They are mind flayers.
Suddenly a screeching scream that emanates from inside your skull tears through you.
Mind blast damage: 4d8 + 4 ⇒ (3, 2, 6, 2) + 4 = 17
Everyone - Mind blast - Int Save DC 15, but remember you have advantage. On fail, you take 8 psychic damage and are stunned. But you can attempt another save at the end of you turn.
Mind Flayer Int Check: 1d20 + 4 ⇒ (16) + 4 = 20
As n action, you can attempt to push it out with an Int check DC 20 (Just a check, apparently, not a save, I even double checked. So no advantage.) It is Detect Thoughts.
Your turns!

Duncan Esteros |

Int check: 1d20 + 0 ⇒ (13) + 0 = 13
Int save: 1d20 + 0 ⇒ (3) + 0 = 3
Int save (adv): 1d20 + 0 ⇒ (9) + 0 = 9
Feeling some foreign presence within his mind, the monk attempts to expel it, but is unsuccessful.
Shaking the feeling off, he continues to battle the zombie-like people around him.
Just as he tries to get the idea of this creature taking over his thoughts, a blast of psychic energy slams into him.
Stunned

Alvyn Beren |
Int Save: 1d20 + 3 ⇒ (19) + 3 = 22
int save: 1d20 + 3 ⇒ (11) + 3 = 14
Alvyn grits his teeth, and stares the mind flayer in the eye. His puppet reaches into his bag of tricks, pulls out a fuzzy shape, and hands it to Alvyn, who then tosses it at the feet of the nearest mind flayer.
What creature appears: 1d8 ⇒ 8
A tiger suddenly springs to life in front of the mind flayer!
He then ducks behind the bar, and gets reloads his crossbow.

GM Ken |

Duncan, I believe you get another save. A little confusing in PbP, but I understand right, your first save is when it attacks. You failed and were stunned, but then at the end of your turn, you can save again.
Duncan Int Save: 1d20 + 0 ⇒ (6) + 0 = 6
Duncan Int Save Adv: 1d20 + 0 ⇒ (18) + 0 = 18 Not stunned! :)
--------------------
Garnult!Bot:
Int Save: 1d20 + 1 ⇒ (14) + 1 = 15
Int Save Adv: 1d20 + 1 ⇒ (12) + 1 = 13
Hammertime! (on Fire!): 1d20 + 6 ⇒ (2) + 6 = 8
Damage: 1d8 + 3 + 1d4 ⇒ (4) + 3 + (2) = 9
John:
Int Save: 1d20 ⇒ 3
Int Save Adv: 1d20 ⇒ 8
John end of his turn:
Int Save: 1d20 ⇒ 16
Int Save Adv: 1d20 ⇒ 2
Krieger:
Int Save: 1d20 + 6 ⇒ (12) + 6 = 18
Int Save Adv: 1d20 + 6 ⇒ (10) + 6 = 16
Hammer attack: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 1 + 5d6 ⇒ (3) + 1 + (1, 2, 2, 4, 5) = 18
Tiger!Bot:
Attack: 1d20 + 5 ⇒ (5) + 5 = 10
Damage: 1d8 + 3 ⇒ (4) + 3 = 7
Mind flayer Str check: 1d20 ⇒ 14
Joanna:
Int save: 1d20 + 1 ⇒ (3) + 1 = 4
Int save Adv: 1d20 + 1 ⇒ (3) + 1 = 4
Then end of her turn
Int save: 1d20 + 1 ⇒ (4) + 1 = 5
Int save Adv: 1d20 + 1 ⇒ (14) + 1 = 15
And shake off control
Int save: 1d20 + 1 ⇒ (20) + 1 = 21
Int save Adv: 1d20 + 1 ⇒ (12) + 1 = 13
Mind Flayer 1:
Mind Blast Recharge: 1d6 ⇒ 3
Tentacle attack: 1d20 + 7 ⇒ (2) + 7 = 9
Damage: 2d10 + 4 ⇒ (3, 6) + 4 = 13
Mind flayer 2:
Tentacle attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 2d10 + 4 ⇒ (1, 9) + 4 = 14
Whew! I think that's it.
--------------------
Garnult, seeing Krieger apparently free, charges at the creatures and strikes at one of them with his burning hammer but misses.
John staggers from the mental assault and barely remains standing, his mind overwhelmed, but after a moment shakes his head and regains his focus.
Krieger follows Garnult. Visible mentally energy courses from his forehead into his hammer and he strikes the creature, landing a solid blow on it!
Unclear on whether tiger will act on the turn it first emerges or not. Probably not, but I want to get this fight moving, so I'll say yes and do a quick bot.
The tiger pounces out and leaps at one of the mind flayers. It claw swipes at the creature and almost knocks it over, but it remains standing.
--------------------
Joanna reels from the mind blast, staring into the distance, dumbfounded. However, after a moment her mind clears and she also looks around confused and stammers, "What's happening?"
One of the mind flayers, now facing direct attacks, lashes out at Krieger with the tentacles, but misses.
The other mind flayer attacks the tiger. Its tentacles find the tiger's head as it latches on and starts to borrow into the feline's skull.
--------------------
Situation:
Garnult and Krieger are attacking one mind flayer. The tiger is attacking another. No one is stunned from the mind blast anymore, and Joanna is also free of control.
Mind flayer 1: -18 hp
Mind flayer 2: no damage
Tiger: -14 hp and DC 15 grapple escape. If does not escape, then Int save DC 15 or stunned - and mind flayer will likely start feasting next turn.
Your turns for Duncan, Alvyn, puppet, tiger, and Garnult.

Alvyn Beren |
Alvyn peeks out from behind the bar, and calls out to Joanna Come on! Over here!
He aims at the bloodied mind flayer with -18 hp, and fires his crossbow!
Attk roll: 1d20 + 4 ⇒ (12) + 4 = 16
DMG, if hit: 1d6 + 1 ⇒ (4) + 1 = 5
Using his bonus action
Alvyn shouts at his tiger to try and escape the mind flayers wrath!
Dex save, tiger: 1d20 + 2 ⇒ (9) + 2 = 11
Int save: 1d20 - 4 ⇒ (1) - 4 = -3
After that, he ducks back behind the bar
Tiger Status:23 health left