| Dungeon Master Tony |
Caelius... Thank you for your honesty.
Take... 1d8 + 4 ⇒ (3) + 4 = 7 piercing and 6d6 ⇒ (5, 3, 6, 5, 2, 1) = 22 Poison.
ALSO, I'm going to give advantage on your first attack, because of your honesty.
1d20 ⇒ 7. Not enough.
But your 2nd Attack hits, the Tough Boss takes the 7 damage.
Alisanne Aids the party.
The toughs remain charmed by the hypnotic pattern.
The Prisoner... 1d20 ⇒ 7 twists and grunts as she tries to free herself from Venn's spell, but it is to no avail. She takes 1d6 ⇒ 4 Piercing Damage but is in no way near bloodied or death. She screams in frustration.
Venn to begin ROUND 3 GO!
| Venn Greenbough |
"Thanks Alisanne!" He shouts back before grabbing the greatsword from its impalement. Venn rushes in to stand shoulder to shoulder with Baghotir, taking aim with a pair of mighty swings:
ATK 1: 1d20 + 9 ⇒ (7) + 9 = 16 for DMG: 2d6 + 6 ⇒ (3, 1) + 6 = 10
ATK 2: 1d20 + 9 ⇒ (11) + 9 = 20 for DMG: 2d6 + 6 ⇒ (3, 4) + 6 = 13
A miss is still 5 DMG
| Dungeon Master Tony |
I've moved you on the map. I assume you wanted to leave the charmed mooks with 3 HP each alone.
Venn returns to the fray and scores a pair of hits on the Tough boss, one of which gives him a nasty scar he'll carry for the rest of his days, unless he is magically healed anyway.
Bloodied.
The Scout Captain exclaims, "BLOOD OF THE PURE!!!" and turns his full attention to the Elemental that appeared right next to him. He draws a serrated short sword and tries to cut the monster.
1d20 + 5 ⇒ (9) + 5 = 14 or Advantage: 1d20 + 5 ⇒ (11) + 5 = 16 HIT unless upcast spell. 4d6 + 3 ⇒ (2, 2, 3, 1) + 3 = 11 piercing damage to the Elemental Spirit.
Again... 1d20 + 5 ⇒ (4) + 5 = 9 MISS
The tough boss spins in a circle trying to find an opening...
1d20 + 5 ⇒ (3) + 5 = 8 Vs. Venn MISS
1d20 + 5 ⇒ (15) + 5 = 20 Vs. Caelius, HIT for 2d8 + 3 ⇒ (2, 5) + 3 = 10 Bludgeoning damage.
The hidden assassin pops up and shoots at Venn.
1d20 + 7 ⇒ (10) + 7 = 17 or Advantage: 1d20 + 7 ⇒ (5) + 7 = 12 Venn is Hit for 1d8 + 4 ⇒ (3) + 4 = 7 piercing and 6d6 ⇒ (1, 5, 5, 6, 2, 3) = 22 Poison.
He quickly reloads and shoots at Caelius and Baghotir
1d20 + 7 ⇒ (14) + 7 = 21 Vs. Caelius, Hit for 1d8 + 4 ⇒ (2) + 4 = 6 piercing and 6d6 ⇒ (5, 2, 3, 1, 2, 1) = 14 Poison
1d20 + 7 ⇒ (16) + 7 = 23 Vs. Baghotir, Hit for 1d8 + 4 ⇒ (2) + 4 = 6 piercing and 6d6 ⇒ (5, 4, 3, 2, 5, 6) = 25 Poison
He then hides again... 1d20 + 10 ⇒ (12) + 10 = 22 is the DC to spot him.
ROUND3
1. Venn 19 Two Hits
2. Scout Captain 16 attacks the Elemental
3. Tough Boss 16 Hit and Miss
4. Assassin Hit x 3, Hide and Move
5. Bandit Captain 14 DEAD
6. Bandit 12 DEAD
7. Belwick 9 GO
8. Alisanne 7 GO
9. Caelius 6 GO
10. Baghotir 3 GO
11. Toughs 2 (Charmed, Incapacitated)
| Venn Greenbough |
Venn nearly collapses from the hit. HP is 4/76
| Baron Belwick Donnamoor |
Belwick moves closer to the tangled up prisoner, all while keeping an eye out for the scout captain in melee with his summoned elemental spirit.
He waves his wand through familiar gestures, and with an imperious pointing releases a bolt of flame at the scout captain.
Firebolt vs Scout Captain: 1d20 + 9 ⇒ (5) + 9 = 14
Damage (F): 2d10 ⇒ (9, 9) = 18
The elemental continues its assault as well, hammering at them with earthen fists.
Slam vs Scout Captain: 1d20 + 9 ⇒ (13) + 9 = 22
Damage (B): 1d10 + 8 ⇒ (4) + 8 = 12
Slam vs Scout Captain: 1d20 + 9 ⇒ (17) + 9 = 26
Damage (B): 1d10 + 8 ⇒ (7) + 8 = 15
| Dungeon Master Tony |
Belwick's flame misses the Scout Captain, but The Elemental batters him, nearly to a pulp. You can all hear bones in his ribs and arms snap! The Scout Captain is bloodied and covered in ugly bruises.
| Baghotir Nightthane |
Condition: None
- - -
I take half from poison for being a proper dwarf!
”Thanks Allisan!” Baghotir beings as he presses his attack on the foe.
Battleax: 1d20 + 7 ⇒ (6) + 7 = 13
damage S: 1d8 + 4 ⇒ (3) + 4 = 7
Then he uses his bonus on a fourth level cast of healing word for poor Venn.
Healing: 8d4 + 4 ⇒ (2, 4, 4, 3, 4, 4, 1, 4) + 4 = 30
On first hit (if any), do additional: damage R: 1d8 ⇒ 6
| Caelius Burningseeker |
Second Wind: 1d10 + 7 ⇒ (3) + 7 = 10
Caelius groans in pain as the poison wracks through his body. His muscles feel like they are on fire as he tries to take out the men before he too falls.
+1 Longsword of Kord: 1d20 + 8 ⇒ (13) + 8 = 21
Damage: 1d10 + 5 ⇒ (9) + 5 = 14
+1 Longsword of Kord: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d10 + 5 ⇒ (9) + 5 = 14
Action Surge: 1d20 + 8 ⇒ (6) + 8 = 14
Damage: 1d10 + 5 ⇒ (2) + 5 = 7
Action Surge: 1d20 + 8 ⇒ (3) + 8 = 11
Damage: 1d10 + 5 ⇒ (10) + 5 = 15
HP 18/67
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 7/7
Second Wind 0/1
Action Surge 0/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 5/5
| Alisanne Skullfist |
Alisanne sends some healing to Caelius.
Healing Word: 4d4 + 5 ⇒ (2, 4, 1, 1) + 5 = 13
She then sends a scathing insult at the Scout Captain.
Vicious Mockery, Wis16: 2d6 ⇒ (3, 1) = 4 and DisAdv on next attack.
| Dungeon Master Tony |
The Scout Captain screams as the psychic damage from Alisanne's spell brings the already bloodied scout closer to death.
Caelius scores one hit, but the Tough Boss keeps on keeping.
Venn to launch us on the next round!
| Venn Greenbough |
Venn looks at the man's greathammer and then at his own blade. He gives a measuring-contest-kind-of-smirk before bringing it down twice on the man's head:
I'm still learning my way around the rules. I thought D&DB calculated my damage for me. It does NOT I've been shorting myself 3 DMG with every hit!
Greatsword: 1d20 + 9 ⇒ (3) + 9 = 12 still 5 DMG on a miss
Greatsword: 1d20 + 9 ⇒ (19) + 9 = 28 for DMG: 2d6 + 6 + 3 ⇒ (3, 5) + 6 + 3 = 17
I'm sorry to say, but I think I was supposed to make a Concentration check on the Ensnaring vines, yes?
| Dungeon Master Tony |
The Tough's eyes go wide and his courage falters. He looks ready to run, but Venn ends the man's life with his strike. He is dead before he hits the forest floor.
Yes, but let's keep it as is. I typically award Inspiration for honestly calling out mistakes, but instead let's keep the spell in place. I wanna see what happens with her.
The Scout Captain, mentally fatigued by Alisanne's spell, disengages and tries to rabbit.
The Assassin emerges from the shrubbery and shoots his own man in the back.
1d20 + 7 ⇒ (17) + 7 = 24, 1d8 + 4 ⇒ (6) + 4 = 10 and the shot hits the man in the shoulder blade. He yells and reaches for the bolt, but as he twists around, the poison on the bolt reaches his heart and he convulses and dies, foaming at the mouth.
The Assassin turns towards the party, uninjured.
"The Scarlet Order suffers no cowards, nor fools. You fools think you've got me pinned down? You don't. None of you are leaving this forest alive."
He shoots Venn 1d20 + 7 ⇒ (2) + 7 = 9
He shoots Alisanne 1d20 + 7 ⇒ (8) + 7 = 15
Sigh. I really should roll before I make a speech.
He disappears back into the foliage.
1d20 + 10 ⇒ (19) + 10 = 29 is the DC to find him.
| Baron Belwick Donnamoor |
"It matters not what the Scarlet Order suffers," Belwick says, changing direction to instead get closer to the lone assassin. "Keoland will not suffer the Scarlet Order. You are not welcome, and here's proof."
The nobleman retrieves a bit of bat guano and sulfur from a pouch, speaking words of magic that far date back in the annals of wizardry, and hurls yet another fireball.
Fireball, DC 16 Dex save: 8d6 ⇒ (1, 3, 6, 3, 3, 2, 6, 2) = 26
"Find the assassin and crush his skull," Belwick commands, and the elemental spirit moves to comply.
Assuming that I've burned away the cover, the elemental will move and attack. If not, it'll move to where the assassin was last spotted and look for them.
Slam 1 vs Assassin: 1d20 + 9 ⇒ (11) + 9 = 20
Damage (B): 1d10 + 8 ⇒ (1) + 8 = 9
Slam 2 vs Assassin: 1d20 + 9 ⇒ (19) + 9 = 28
Damage (B): 1d10 + 8 ⇒ (3) + 8 = 11
| Baghotir Nightthane |
Condition: Tremorsense (10m)
- - -
As a Bonus Action, Baghotir gains Tremorsense with a range of 60 feet. You must be on a stone surface or touching a stone surface to use this Tremorsense. The stone can be natural or worked. This is assuming there’s enough stone beneath his feet to do so.
He then launches a guiding bolt at the enemy - assuming he can locate him.
Guiding Bolt: 1d20 + 7 ⇒ (1) + 7 = 8
damage R: 4d6 ⇒ (5, 1, 4, 4) = 14 (If hit, next inbound attack has advantage)
Finally he moves closer to melee. ”Where’d ya go?!”
| Dungeon Master Tony |
Belwick's Fireball explodes, blasting trees, shrubs, rocks and dirt in all directions.
The forest isn't on fire... Yet... But the difficult terrain is obliterated, and the Assassin is no longer hidden.
The Scarlet Assassin emerges, standing, brandishing weapons and is unharmed by the explosion. He smiles wickedly... Until the Elemental closes and slams him twice, putting him on the defensive. The Elemental scores two hits.
| Alisanne Skullfist |
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You'll only suffer our wrath! Grovel before us!
Command(grovel), Wis16
Baghotir, I know you can do better! You got this!
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
When granting a creature a Bardic Inspiration die, you summon a Mote of Potential that orbits within 5 ft. of the creature.
Ability Check. The Bardic Inspiration die can be rolled again - choose which roll to use.
Attack Roll. The target and each creature of your choice that you can see within 5 ft. of it must succeed on a CON saving throw (DC: 16) or take thunder damage equal to the number rolled on the Bardic Inspiration die.
Saving Throw. The creature using the Bardic Inspiration die gains temporary hit points equal to the number rolled on the Bardic Inspiration die +5
| Dungeon Master Tony |
You see the Scarlet Assassin tense up, but he shuts his eyes and fights off Alisanne's Command.
Rolled a 16
Caelius to end the round.
| Caelius Burningseeker |
"Cowards hide in the shadows and fools claim they don’t — but you’ve been doing both since the day you came for us." Caelius calls back as the poison begins to leave his body regaining is strength.
+1 Longsword of Kord: 1d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d10 + 5 ⇒ (1) + 5 = 6
+1 Longsword of Kord: 1d20 + 8 ⇒ (1) + 8 = 9
Damage: 1d10 + 5 ⇒ (8) + 5 = 13
HP 41/67 (Aid 77)
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 7/7
Second Wind 0/1
Action Surge 0/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 5/5
| Venn Greenbough |
Venn takes a deep breath and surveys the field, disappointment in the forest destruction can be saved for later. He turns his eye towards the fool fighting north of him.
With a quick end around he quickly moves to engage:
Greatsword 1: 1d20 + 8 ⇒ (14) + 8 = 22 for DMG on hit, 5 on miss: 2d6 + 6 + 3 ⇒ (2, 4) + 6 + 3 = 15
Greatsword 2: 1d20 + 8 ⇒ (7) + 8 = 15 for DMG on hit, 5 on miss: 2d6 + 6 + 3 ⇒ (5, 6) + 6 + 3 = 20
| Dungeon Master Tony |
1d20 ⇒ 7
The Assassin takes hits from Caelius and Venn, and then disengages from combat and moves to murder Belwick.
On the move, he fires his crossbow...
1d20 + 7 ⇒ (11) + 7 = 18 HIT unless a reaction changes that.
1d8 + 4 ⇒ (4) + 4 = 8 plus 6d6 ⇒ (1, 1, 1, 6, 3, 5) = 17 Poison
As he approaches, he produces a curved short blade.
1d20 + 7 ⇒ (13) + 7 = 20, 1d6 + 4 ⇒ (2) + 4 = 6 plus 5d6 ⇒ (4, 2, 6, 4, 1) = 17 Poison
1d20 + 7 ⇒ (8) + 7 = 15, 1d6 + 4 ⇒ (6) + 4 = 10 plus 5d6 ⇒ (1, 2, 1, 6, 4) = 14 Poison
ROUND4
1. Venn 19 One HIT
4. Assassin Hit x 3 unless reactions
7. Belwick 9 Resolve Damage and GO
8. Alisanne 7 GO
9. Caelius 6 GO
10. Baghotir 3 GO
11. Toughs 2 (Charmed, Incapacitated)
ROUND5
1. Venn 19 GO
| Baron Belwick Donnamoor |
With a quick gesture and a muttered word, Belwick erects a magical force shield that just barely manages to deflect the bolt.
Cast Shield. With Mage Armor, AC is 19 until the start of his turn.
The invisible armors the nobleman has in place manages to turn away one blade strike, but the flurry of attacks from the assassin is too much to fend off completely. The lone cut stings, especially as the poison does its work.
1 hit for 6+17 damage. Need to make a concentration check
Concentration vs DC 10: 1d20 + 1 ⇒ (3) + 1 = 4
Belwick yelps in pain, losing his focus. The earth spirit loses its connection to this plane, sloughing down into a pile of dirt. Still, Belwick remain resolute. "You're delaying the inevitable, nothing more."
Speaking another arcane word, Belwick dissipates into swirling mist only to appear behind the three warriors. He then flicks his wand and hurls fire magic at the impertinent assassin.
Firebolt vs Assassin: 1d20 + 9 ⇒ (7) + 9 = 16
Damage (F): 2d10 ⇒ (3, 1) = 4 Half damage on a miss
| Baghotir Nightthane |
Condition: Tremorsense (10m), Bardic Inspiration (d8, 60m)
- - -
”Thanks Alisanne! As always!” Baghotir bellows as he feels the bard's power flow through him.
He closes diagonally with his opponent and swings.
Warhammer (magic): 1d20 + 8 ⇒ (16) + 8 = 24
damage B: 1d8 + 5 ⇒ (5) + 5 = 10
With his bonus attack, he swings again!As the swing feels week, he channels the divine into his swing (+10 to hit).
Warhammer (magic): 1d20 + 8 + 10 ⇒ (6) + 8 + 10 = 24 (channel)
damage B: 1d8 + 5 ⇒ (6) + 5 = 11
On first hit (if any), do additional: damage R: 1d8 ⇒ 2
| Dungeon Master Tony |
Belwick's fire lands, as do both swings from the warpriest's hammer! The Scarlet Assassin is bloodied.
He looks prepared to die.
| Venn Greenbough |
Venn doesn't shout, he speaks, "You cannot run, you cannot hide. Hold your weapon to the end and die like a man."
He closes the distance with a lazy circle of the greatsword before accelerating to an attack:
ATK 1: 1d20 + 8 ⇒ (5) + 8 = 13 for DMG on hit, 5 on miss: 2d6 + 6 + 3 ⇒ (5, 2) + 6 + 3 = 16
ATK 2: 1d20 + 8 ⇒ (11) + 8 = 19 for DMG on hit, 5 on miss: 2d6 + 6 + 3 ⇒ (3, 6) + 6 + 3 = 18
| Caelius Burningseeker |
Caelius rushes past and tries to end the assassin's life. "We can't have you hurting any others I'm afraid."
+1 Longsword of Kord: 1d20 + 8 ⇒ (4) + 8 = 12
Damage: 1d10 + 5 ⇒ (10) + 5 = 15
+1 Longsword of Kord: 1d20 + 8 ⇒ (11) + 8 = 19
Damage: 1d10 + 5 ⇒ (1) + 5 = 6
HP 41/67 (Aid 77)
AC 21 (+2 (23) w/ Shield) (14 w/o armor)
Short Rest Die 7/7
Second Wind 0/1
Action Surge 0/1
Superiority Die (D8; Disarming Attack, Sweeping Attack, Menacing Attack): 5/5
| Dungeon Master Tony |
Caelius and Venn rush in and attack! The assault is too much for the agile assassin. Once it becomes clear the battle is lost, he rips open his tunic, revealing a black, spiraling tattoo on his chest! He says in a haunted rasp, "Until All Is Nothing" and he falls upon his own sword. He dies instantly.
Each adventurer earns 1275 Experience Points!
The fleeing prisoner, a woman struggles against Venn's entangling arrow, in vein. You can hear her grunts and curses as she tries to escape.
| Baron Belwick Donnamoor |
"Tie them all up. I'd like to question them. Especially our runner."
| Baghotir Nightthane |
Baghotir moves to tie everyone up. Well, by everyone, he means the prisoner, and the bad guys.
"Anyone but me need some healing?" he suggests a 10 minute break so he can cast healing on the group - but not until after the prisoner has been questioned. He can heal them too if they prove to be innocent.
| Venn Greenbough |
"Aye Bagothir, but not much."
Venn looks at the strange tattoo, Religion: 1d20 + 2 ⇒ (19) + 2 = 21. Will await confirmation as the player knows the symbol well, Venn may not.
| Dungeon Master Tony |
Venn, you've encountered this before so that roll is enough in this case.
That is the symbol of an old one, an elder god. The name known to mortal is Tharizdun.
cultists in the swamps like a million years ago now
| Baron Belwick Donnamoor |
Belwick examines the gash he'd been given by the assassin. "Outside of a nasty cut and the blood stain to my clothing, I should survive. The wound isn't grievous, though I would never turn down your expert ministrations."
The nobleman will look at the captured woman, then at Alisanne. "Did you want to start this conversation, or shall I?"
| Dungeon Master Tony |
Alisanne recognizes the maid from Primewater's estate. The one she spent the night with and tried to kill her.
She keeps a neutral expression and doesn't make eye contact.
| Alisanne Skullfist |
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Alisanne walks up in back of the woman. She sits down, legs astride hers, and embraces her from behind, resting her head on the woman's shoulder.
Alisanne whispers to her, "I've had lots of people try to kill me. I don't really care about that. But, you tried after sharing my bed."
Alisanne whips out a dagger and stabs her in the leg.
"I've bedded princes and knights, dames and duchesses. No one's ever left my side unsatisfied. I'm a great f|_|ck. And now that I get to choose, I don't choose casually, contrary to what others may believe. So, you can imagine my heartbreak when you left my room that morning."
Alisanne pulls out the dagger and stabs her in the opposite shoulder.
"You are going to tell us everything you know."
"Please." Healing Word
Intimidation: 1d20 + 6 ⇒ (9) + 6 = 15
| Alisanne Skullfist |
Intimidation, Inspriation: 1d20 + 6 ⇒ (2) + 6 = 8
| Dungeon Master Tony |
Alisanne tries the stick, skipping the carrot altogether, and fails to make progress.
The dagger wounds heal from the magic laced in the, 'Please'. You all see her clench up at the pain and visibly relax from the salve.
"You were just a job--it wasn't personal. You're making it personal."
Current attitude is Hostile.
| Baghotir Nightthane |
Baghotir smiles when it's revealed who she is. He's disappointed that their prisoner isn't talking. But really, what did he expect.
He shrugs, "If it was just a job, and not personal, why not spill the beans? You're caught, and you'll be imprisoned, if you survive this day of course." he glances at Alisanne, wondering if she's the vindictive type who'll want blood.
"Surely your bosses don't expect you to hold out forever. So spill the beans. Tell us what you know."
Persuasion: 1d20 + 5 + 1d8 ⇒ (2) + 5 + (6) = 13 (bardic inspiration)
The dice giveth, and the dice taketh away...
| Alisanne Skullfist |
| 2 people marked this as a favorite. |
Alisanne rests her head on the woman's shoulder, her mouth close to her neck, and sighs.
She drops the knife and puts her hands on her own knees, still resting against the woman's back.
"You're right. I'm not unfamiliar with the business. A mark is a mark. A job is a job. You have your client and the deed. Nothing personal for you. But, then, you did enjoy yourself that night, didn't you? I know you did. I did, too! You can't tell me that it didn't become just the littlest bit personal after the many hours we spent together."
I have you now, all tied up again. Your client clearly doesn't have your best interests in mind, carrying you along as a prisoner. We will certainly be more lenient than whatever they were planning for you. You own them nothing. Tell us what you know. You're only helping yourself if you do so. Compliance now could lead to better things in the future.
Persuasion: 1d20 + 11 ⇒ (18) + 11 = 29
| Dungeon Master Tony |
WOW... Okay. A 29 means a positive result, even against a Hostile NPC. But you also don't improve her attitude. So...
Alisanne changes tactics and promises better things to come, should she cooperate. You hear a low, barely audible gasp and slow groan from the woman who looks at Alisanne, first through languid, sleepy eyes. Eyes that catch what's happening and snap open, staring wide at the seductive bard.
"You're crazy. I'm not sure what it is you think I know. I was hired by anonymous clients to neutralize Alisanne Skullfist for reasons I can only guess. My guess is that they thought you might be dangerous and not someone they could get to through normal means. It's well known you like to rove and I thought you'd be at Primewater's that night. You were. Things didn't go as planned and I left the next morning. I was going to try something a little less traditional when the client expressed disatisfaction. I tried to renegotiate terms, but I didn't know I was dealing with the effing Scarlet Order! I don't know what they had planned for me but I was looking for a way out when our little group was surprised by you here. I tried to make a break for it in the scuffle, but your hunter made sure that wasn't going to happen. And... Here we are."
| Baron Belwick Donnamoor |
"I've no doubt that whatever they had planned was not good. You should consider yourself lucky that it's us you're with right now."
Belwick studies the woman for a moment, trying to make sense of who she really is in this whole situation. "I'm glad at least that you see the mistake you have made. But I must ask: who are you? What is your history here?"
Persuasion to Learn About Her: 1d20 + 9 ⇒ (6) + 9 = 15
Insight to Get a Read on Her: 1d20 + 3 ⇒ (9) + 3 = 12
| Alisanne Skullfist |
"Tch. I was hoping you'd be interesting."
Alisanne stands up and steps away from the woman. She brushes herself off.
"If you were renegotiating terms, then you met with someone. Who was the fixer that put you on the job? Were you talking with one of these fools?" Alisanne gestures to the dead bodies.
Persuasion: 1d20 + 11 ⇒ (6) + 11 = 17, if you want another roll
| Dungeon Master Tony |
"What the Hells are you on about?"
Belwick sees a hostile woman, caught and restrained. She is angry and scared, though you don't need any sort of insight training to tell that.
| Dungeon Master Tony |
"The word went out for a hit. I won't burn them, but after coming to Saltmarsh, I dealt directly with the client through a dead drop on all the specifics. My fixer didn't even know the target."
| Baron Belwick Donnamoor |
Belwick looks to Alisanne, standing such that his regal bearing is on full display. "It appears that this woman lacks any real usefulness. She knows little, and is willing to share even less. She won't explain why she's a prisoner, how she was contacted. Not even her own name. I think I am done with her."
To punctuate this point, Belwick turns and moves to question the other prisoners. Maintaining that regal bearing he says, "I would like for our conversation to go smoothly, and indeed I'm in a position to be lenient. Helpful even. You got mixed up with the wrong crowd, I can see that. So help me, and I can help you."
The nobleman looks at the two toughs with some pity. "Tell me everything you know about the Scarlet Order, and I'll work to get you out of this sticky situation."
Persuasion: 1d20 + 9 ⇒ (9) + 9 = 18
| Caelius Burningseeker |
Caelius motions to the woman. "Well we can either take her with us or go back to Saltmarsh to drop her off. Either way is going to slow us down a bit." He sighs and rubs his hands through his hair. "I think taking her back to Saltmarsh may be the best course. Don't need to be watching our backs even more than we are now while sleeping."
| Dungeon Master Tony |
She shares, "No need to watch your backs, Captain. I'm not being paid to hurt any of you. As to WHY I was a prisoner... I *didn't* kill The Skullfist. Scarlet Brotherhood doesn't accept failures or renegotiations. I've not actually committed any crimes in Saltmarsh or... She appears to think for a moment. "...Keoland. Nope, I'm clean. You could just let me go."
The two toughs 2d20 ⇒ (15, 15) = 30 each stare daggers at Belwick. One of them speaks up, "What's the Scarlet Order? Is that some kinda theatre troupe?"
| Baghotir Nightthane |
Baghotir smirks, "Well it was assault, and attempted murder. But it's up to you Alisanne. After all, it was you she was tryin' to murder. If you want to let her go, fine, if you want her taken back, we can do that too. A little searching for loose change and I think that about wraps it up for now."
He eyes the thugs, "You two are too stupid to be doing this sort of work. Get yourselves jobs with the town watch. You're just going to get yourselves into trouble this way. I mean, look how this turned out. Bad. It turned out bad."
He laughs and says to Belwick, out of earshot, whispering "I say we let them go too. They're a pair of louts who don't know any better I'd wager. Let their fate be sealed with hers. Prison or freedom."
He stands around waiting to hear what's to become of the woman. He doesn't much care about the thugs.