Game posts
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Rolls
Perception - (1d20+3)
(12) + 3 = 15
Rolls
Perciption - (1d20+0)
(16) = 16
As he attempts to get his bearings, he looks around, and notes among the others in the cell with him is a Dragonborn and what appears like a familiar looking Dwarf.
Oh.. my head... Aernar is that you in here with me?
"Is that you Skinny Bones? Of course it's me. Well I'm glad you're around. Don't suppose you can sweet-talk our way outta this one eh?" He even manages a chuckle.
"Is that you Skinny Bones? Of course it's me. Well I'm glad you're around. Don't suppose you can sweet-talk our way outta this one eh?" He even manages a chuckle.
Garrin grunts as he stands and makes a quip Blasted headache, I am starting to feel my age a bit...
Looking at Aenar I can try, let me catch my bearings. Have you seen any guards since you have been awake?
Straitening himself up more than he was before, Garrin turns and extends a hand om Harrad's direction.
My name is Garrin Flintfall and the stout fellow is Aenar Emberdeep. You are?
Rolls
Perciption - (1d20+0)
(7) = 7
Rolls
History - Dragonborn lore - (1d20+2)
(2) + 2 = 4
You are only wearing the clothes that was under armor, or cloth.
Dragonborn aren't everywhere, but are commonly known and have their own lands. They can be found in most arenas and big cities.
Edit: I miss-typed how to add the +6 to a roll so the result is actually a26
Rolls
Investigation - (1d20)
(20) = 20
Edit: I miss-typed how to add the +6 to a roll so the result is actually a26
Now, now Aenar, can you blame him based on our predicament?
Some excitement creeps into Garrin's voice upon discovering where he can break open the lock
What do we have hear, hrm? Garrin makes an attempt to open the lock
Well, that paid off. Who is good at scouting about quietly? I think we need the check out the immediate area and if possible find some weapons and make our way out of here.
"You're bloody right again Skinny Bones...although I can't say I was ever any good at sneaking." Aenar still tries to peer out the cell to see what he can see nonetheless.
Garrin looks at the rest of the group and asks his question again Who is good at scouting about quietly?
You are where the red dot is, you don't know the rest of the map, just this room and a peek in the next.

Rolls
Checking the Crates (Investigation) - (1d20+3)
(14) + 3 = 17
Stealth - (1d20)
(18) = 18
Rolls
stealth - (1d20+6)
(17) + 6 = 23
perception - (1d20+6)
(7) + 6 = 13
Rolls
Perception - (1d20+3)
(18) + 3 = 21
Stealth - (1d20)
(1) = 1
Rolls
Perception - Finding a makeshift weapon - (1d20+4)
(2) + 4 = 6
Stealth - (1d20+1)
(5) + 1 = 6
Aenar heads towards the wall with the salt stains, but trips over the crates, crashing through them, breaking several before landing hard against the salt stain. Part of the wall moves in a little bit.
Mog sees a board from a crate that was just broken.
Aenar stands and takes notice of the section of wall that's moved in. He looks back and signals to the others to come have a look. "Pssst! Come have a look at this...You think we could force it in a bit more?"
Rolls
strenth check - (1d20+3)
(12) + 3 = 15
"Well that is one way to fall into a secret..."
Rolls
Checking out the Salt stain and wall (Investigation) - (1d20+3)
(3) + 3 = 6
Rolls
Insight - (1d20+5)
(9) + 5 = 14
"Oh, hello there, Good man."
Garrin looks to see if the man is alone.
Rolls
Perception - (1d20)
(16) = 16
The man appears alone.
"Alright then, what's this all about? We haven't finished loading-- er are you boys here with the next shipment?"
Rolls
Deception - (1d20+6)
(7) + 6 = 13
Rolls
Persuasion - (1d20+3)
(2) + 3 = 5
"Yes, as my Dwarven compatriot said. Now please present me with your paperwork for review and once we are complete you are free to leave.
Rolls
attack - (1d20+5)
(7) + 5 = 12
Rolls
INIT - (1d20+1)
(20) + 1 = 21
Using the Attack action, you can make a special melee attack to shove a creature, either to knock it prone or push it away from you. If you're able to make multiple attacks with the Attack action, this attack replaces one of them.
The target must be no more than one size larger than you and must be within your reach. Instead of making an attack roll, you make a Strength (Athletics) check contested by the target's Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). If you win the contest, you either knock the target prone or push it 5 feet away from you.
Rolls
Initiative - (1d20)
(17) = 17
Strength check to knock prone - (1d20+2)
(8) + 2 = 10
Rolls
Initiative - (1d20+1)
(3) + 1 = 4
Harrad -- 20
Aenar -- 17
Fenrin -- 11
Garrin -- 7
Mog -- 4
Smuggler -- 3
Harad is up.
Rolls
Dex save - (1d20+4)
(8) + 4 = 12
I'd say you could see him in between the other two as there is a gap.
roll to get him to surrender quietly so we can restrain him? Also looking around the room is there anything we can use to bind him? Rope? Chains? A length of cloth?
Rolls
Strength check to knock prone - (1d20+2)
(8) + 2 = 10
Persuasion (if applicable) - (1d20+3)
(20) + 3 = 23
As you try to knock him prone he moves, and then hears your words.
He backs against the wall, "Aye, I can't beat you, I see that now. I yield to your numbers." He drops his dagger and puts his hands up against the wall.
Rolls
Dex to move away in time - (1d20+4)
(19) + 4 = 23
Picks up the dropped Dagger and watches the smuggler cautiously.
"We take goods from here, and sell them in the bigger cities. Some are brought in, others borrowed from the owner of the keep. His coffers are lighter than he knows. We usually only make shipments when the owner is gone."
The door is not locked.
"We take goods from here, and sell them in the bigger cities. Some are brought in, others borrowed from the owner of the keep. His coffers are lighter than he knows. We usually only make shipments when the owner is gone."
"So if you are here that means Charl Rankin is not and you are making a profit stealing from him?"
Garrin turns to Aenar gesturing to hold off on binding the man for the moment. To wait for the man's answer (insight check)
Rolls
Insight to see if the Smuggler is telling the truth. - (1d20+1)
(7) + 1 = 8
Possibly, but it seems this person is not a friend of the Castellan. Better to give him a chance to share his knowledge willingly before we let the Dragonborn have at him.
Rolls
Deception - (1d20+9)
(17) + 9 = 26
"I'm here most of the time, but our boat and the rest aren't, but aye, he's not home now. We don't steal, we liberate his items to set them free into the world!" The smuggler says with a smile.
You can't really read him very well.
"And who the hell let you out?" the guard asks
One guard is in the hallway.
Rolls
Empty - (1d4-2)
(3) - 2 = 1
Garrin helps to bind the smuggle and gags him as well. Then looks at Fenrin.
"Yes, considering the circumstances, it would keep him from calling more attention to us."
The guard is still in the hallway.
Rolls
Dex to elude capture - (1d20+4)
(9) + 4 = 13
Rolls
Strength check to restrain smuggler - (1d20+2)
(11) + 2 = 13
Rolls
Dex to elude capture - (1d20+4)
(12) + 4 = 16
Rolls
Dex to elude capture - (1d20+4)
(14) + 4 = 18
Rolls
Perception - (1d20+3)
(7) + 3 = 10
Rolls
Perception - (1d20)
(18) = 18
Investigate the wall for a door - (1d20+3)
(18) + 3 = 21
Garrin sees the back wall door the smuggler went out of.
Garrin sees the back wall door the smuggler went out of.
"Anything useful in those crates?"
Mog begins walking toward the guard. "Come here puny man and maybe I'll let you live."
Aye... and won’t you be grateful for my healing that comes with it.
Garrin smiles then loops up his whip.
Mog walks through the wall to where we the thief was located and believed to have slipped away.
Rolls
Investigation - Search for secret entrance - (1d20+1)
(5) + 1 = 6
Now let's see if we can open this quickly and slip out.
Rolls
Investigation to find a way to open the secret door. - (1d20+6)
(11) + 6 = 17
Mog can't quite find the mechanism to open the door.
Garrin reaches past Mog and deftly hits the switch, swinging the door open.
Do we want to stay in the keep and explore or try to escape to regroup, stock up, and then come back?
I think we should stay and explore now that we have our gear.
What are the rest of your thoughts?
"Let's get moving before the guard comes."
Blessing of the Forge:
At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.
He adds Me and my friends here would rather see you reporting that entrance over there then how you found out about it.
Rolls
Trying to intimidate the Guard to keep him off his guard. - (1d20)
(19) = 19
Rolls
Insight Check on the Guard to see if he is lying and trying to tick us into a trap. - (1d20)
(14) = 14
garrison, while three dogs guard the nondescript shack to the north.
Rolls
Random - (1d6)
(3) = 3
Rolls
Random - (1d6)
(1) = 1
Rolls
Stealth (disadvantage) - (1d20+1, 1d20+1)
1d20+1 : (7) + 1 = 8
1d20+1 : (20) + 1 = 21