IC Story Thread: Ch.1,Ad.1 - A Sensitive Matter
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But also worth mentioning...
You all -still- have Inspiration, and a couple of you have Class Abilities, all of which could help make this fight easier, but has not been utilized yet...
But yea, it has also not been helpful that your group of 5 became 4 right before the rescue attempt either.
@Dr_B,@rpgventurer your turns!
All enemies are down except for Duinhir's, and some unidentified threat that Seonaid has warned about, below.
The woman is currently neutralized, and the children held in place by their fright.
Action: Ready. He will swing his sword at anyone who physically threatens the children.
He also readies himself to protect the children. He tries to make eye contact and smile reassuringly at the young ones, feeling sorry they have to go through this.
Seeing Eothain and Cirion enter the warehouse from outside, the deckhand attacking Duinhir drops his baton and disengages, moving several feet away from anyone. His eyes dart about looking for a way to flee... or possibly an opening, regardless he doesn't turn his back on you all and leave completely just yet...
Moving toward the children, heedless of Seonaid's warning, Eothain is attacked by a Corsair waiting in the command shack when he reaches the bottom of the steps!
Just gonna roll it all at once and will explain the result afterward...
Eothain is Restrained at the bottom of the steps!
We're back at the top of initiative!
@Drakis2,@Stefron,@Dr_B,@rpgventurer go ahead and declare your actions!
rpgventurer - please review what the Restrained condition does to Eothain, AND the 5E net rules before declaring what you want to do.
FYI, Eothain's attacher has some degree of cover to anyone who is attacking from the upper deck - either 1/2 or 3/4 depending where you are.
Rolls
Corsair Stealth - (1d20+3)
(2) + 3 = 5
Corsair net attack on Eothain (possible Adv) - (1d20+3, 1d20+3)
1d20+3 : (14) + 3 = 17
1d20+3 : (3) + 3 = 6
Rolls
Intimidation - (1d20+1)
(19) + 1 = 20
"Hyah!" he yells triumphantly as he moves forward to place himself between the children and woman. "You shall cage them no more," he says to the woman.
Rolls
Escape from net with advantage - (1d20, 1d20)
1d20 : (6) = 6
1d20 : (14) = 14
With Seonaid's attention shifted to the Corsair, the woman stands and runs to the double doors at the front of the warehouse. She also starts screaming wildly in Southron, as she begins to fumble with the heavy crossbar, but cannot get it open immediately.
Eothain understands snippets of their shouting in Southron, and it includes words like: 'help' and 'attack'.
The Corsair, seeing Seonaid's aim drawn down on him, throws his dagger at Eothain as the Rider swipes the net from off his body, and then shrinks back into the full cover of the command shack.
With all the screaming and shouting, and as a stranger bears down on them, the young boy begins to cry and tears stream down the young girls face too, although she makes no sound. They clutch each other tightly and are too terrified to move themselves.
You guys can go ahead go again!
And just in case this isn't clear, the path that you all took to get up onto the roofs of the buildings that lead onto the upper deck of the warehouse began out on the street just a few feet away from the barred double doors at the front of the warehouse.
Rolls
Corsair thrown dagger at Eothain - (1d20+3, 1d4+1)
1d20+3 : (6) + 3 = 9
1d4+1 : (3) + 1 = 4
Rolls
Attack on Guard - (1d20+2)
(8) + 2 = 10
Arrow Damage - (1d6)
(5) = 5
But you did "get something" out of the successful Intimidate. He withdrew into the shack (instead of charge Eothain) and he gave up his best weapon by throwing it (instead of retaining it in his hand where he could attack with it again).
Point is: Seonaid can't possibly target or hit the Corsair this round, so if you would like to do something else with your turn, you may.
The company needs to get the children out of there as fast as possible before more corsairs arrive.
"Be assured, we are here to help you." he says calmingly to them. And adds "Mellon, friends" in Sindarin for good measure.
Rolls
Charisma check - (1d20+1)
(5) + 1 = 6
Not sure if there are any bonus' as she is not facing the attack and just banging on the door.
@Dr_B: Would Cirion be interested in starting a fire in the warehouse? It would prove a handy distraction for when we run thru the streets with the children. Folk would be more worried about their places catching fire than trying to stop us. Just an idea
Rolls
Attack on Woman - (1d20+2)
(17) + 2 = 19
Arrow Damage - (1d6)
(6) = 6
Maybe Seònaid can tell him to do it
edit: oh, that didn't help much
Rolls
Inspiration - advantage - (1d20)
(3) = 3
You can inspire others by using a bonus action on your turn. Choose a creature within 60 feet who can hear you. They gain one Gift die, a d6, they can use after rolling any ability but before the Loremaster says whether it succeeded or not.