Against the Cult: Party at the Mill (1.1)
The rest of the characters - Aanbo, Klak, Ogbar, Quest, Sara, and Morgran - can make perception checks to see if they hear the outside hubbub from within the Inn of Eternal Rest.
Rolls
Perception - (1d20+3)
(4) + 3 = 7
[Perception Check]
Rolls
Perception - (1d20+2)
(13) + 2 = 15
Rolls
Perception - (1d20+1)
(16) + 1 = 17
OOC: Hahaha! I love that I roll a natural 20 on a Perception check. That's awesome.
Rolls
Klak isn't very perceptive. - (1d20-1)
(20) - 1 = 19
Rolls
Perception - (1d20+3)
(17) + 3 = 20
The silent Morgran and the contemplative Aanbo do not hear this, but will of course notice if anyone in the party reacts in a visible way.
Devane and Kons set down the cracked cask they were trying to shift (it's spilling beans into the dust from a big split in the side), dust off their hands, and go to the gate of the courtyard to investigate.
The horse with the injured rider is abreast of Thacogygax now; citizens are pressing in from every direction, shouldering him aside as they try to see and talk to the rider at once. Blood drips into the dust.
OOC: Not sure how far I am from the rider, nor how thick the crowd is by the time I can get there, but I'd like to roll Medicine to ascertain the nature of the wound and to stabilize the man.
OOC part 2: Well, I guess my bad roll could be described as not being near enough to tell!
Rolls
Medicine - (1d20+5)
(3) + 5 = 8
"What's happened?" people yell, as they run to join the small crowd. Thacogygax can easily be seen, looming over everyone else in the crowd. "It's the miller, Hale Arneson!" and "Something's happened to Hale!" and "Somebody go get Diana!" are repeated cries in response. Sara shoulders her way through the crowd to clear a space with Ogbar and Aanbo in her wake, just as the injured human or half-elf slides (leaving a streak of blood on the horse's neck) and falls out of the saddle.
Sara and Thacogygax may do DEX saves to see if they can catch him. Ogbar and Aanbo may also attempt the same, but with disadvantage.
Rolls
DEX with Disadvantage - (1d20+4, 1d20+4)
1d20+4 : (15) + 4 = 19
1d20+4 : (1) + 4 = 5
Rolls
Dex save disadvantage - (1d20+1, 1d20+1)
1d20+1 : (19) + 1 = 20
1d20+1 : (16) + 1 = 17
Using Psychic mind to speak with Hale mentally and find out what has happened.
(OOC: If people seem slow to get a healer and he's seriously hurt, Klak will use his ability to heal up to 5 HP)
Rolls
DEX - (1d20+2)
(9) + 2 = 11
Rolls
Dex Save - (1d20+5)
(20) + 5 = 25
They set him down gently and the crowd parts a bit to make room. Quest tunes out the babble of the onlookers and reaches out to contact the man's mind.